[osg-users] Rendering problem

2009-10-07 Thread Adam Heppenstall
Hi, Currently the rendering is handled by a thread which calls while(!viewer.done) { viewer.frame); } but in the software there can be up to 3 viewers active at one time, all running a seperate thread to render, this is a CPU hog and ideally i want to only update the viewer if the scene has

Re: [osg-users] Rendering problem

2009-10-07 Thread Jason Daly
Adam Heppenstall wrote: Hi, Currently the rendering is handled by a thread which calls while(!viewer.done) { viewer.frame); } but in the software there can be up to 3 viewers active at one time, all running a seperate thread to render, this is a CPU hog and ideally i want to only update the

[osg-users] Rendering problem

2009-09-17 Thread Miguel Lokida
Hi, I have built a geometry in which I have defined vertices, faces, normals per face and color per vertex. When I use this code in a simple openscenegraph progam with only one node (the geometry) the rendering is perfect. But, when I use it in my application scenegraph, the color is

Re: [osg-users] Rendering problem

2009-09-17 Thread J.P. Delport
Hi, Miguel Lokida wrote: Hi, I have built a geometry in which I have defined vertices, faces, normals per face and color per vertex. Mixing per face/per vertex like this causes OSG to fall back to slow OpenGL paths (glBegin and friends). Please try using normals and colours per vertex.

Re: [osg-users] Rendering problem

2009-09-17 Thread Robert Osfield
Hi Miguel, It' sounds like lighting or material properties aren't set up correctly, or perhaps your geometry isn't complete in some way. Robert. On Thu, Sep 17, 2009 at 12:19 PM, Miguel Lokida mlok...@yahoo.fr wrote: Hi, I have built a geometry in which I have defined vertices, faces,