Re: [osg-users] disabled lighting after migration

2018-01-23 Thread Sebastian Schmidt
I set this for my main camera and it works. Code: osg::TexEnv* texenv = new osg::TexEnv; texenv->setMode(osg::TexEnv::MODULATE); ss->setTextureAttributeAndModes(0,texenv, osg::StateAttribute::ON); There was a change in SceneView::setDefaults() in line 258: Code: (if

Re: [osg-users] disabled lighting after migration

2018-01-19 Thread Robert Osfield
Hi Sebastian, This suggest to me that an osg::TexEnv is needed somewhere in your scene graph to make sure the state is the one you intend. Robert. On 19 January 2018 at 15:45, Sebastian Schmidt wrote: > Found a dirty solution. Had nothing to with lighting. > It was

Re: [osg-users] disabled lighting after migration

2018-01-19 Thread Sebastian Schmidt
Found a dirty solution. Had nothing to with lighting. It was easier for me to check for specific opengl calls inside drawable's drawImplementation(). I had to reset this: Code: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); with: > glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,

Re: [osg-users] disabled lighting after migration

2018-01-17 Thread Robert Osfield
Hi Sebastian, It could be that there is some undefined state in the scene graph that is resulting in some subgraphs inheriting that state from other subgraphs that are rendered before it. Make sure that all your geometries have normals/colour arrays as required by the rendering needs you have.

Re: [osg-users] disabled lighting after migration

2018-01-17 Thread Robert Osfield
Hi Sebastian, It's not possible to determine what is wrong from the details given. The best I can do is provide some general pointers. What can happen when upgrading is that more recent version contain fixes/tighten up ambiguities such that things that worked by fluke in older releases now

[osg-users] disabled lighting after migration

2018-01-17 Thread Sebastian Schmidt
My scene contains a node, a RTT drawable with custom camera like in the osgprerender example. The drawable is initialized and rendered after i set up the compositeviewer/mastercamera during runtime via a osgDB::ReaderWriter plugin. In the drawable's drawImplementation() function i do lot of