Hi,
ok this is definitely strange. This is what my draw implementation looks like
now:
Code:
osg::State state = *renderInfo.getState();
state.setVertexPointer( 3, GL_FLOAT ,0, (*verts)[0] );
state.setColorPointer( 3 , GL_FLOAT ,0 , (*colors)[0] );
for ( size_t i = 0; i
Hi Otto,
do you also _disable_ all other pointers which might be set?
If for example texture pointer is set from other drawables, it surely
will crash when you overflow the current texture pointers size.
OpenGL state can be a beast...
regards Ralph
Am 15.03.2010 16:12, schrieb Otto Cologne:
Hi,
YES Finally that seems to fix it. A state.disableAllVertexArrays(); before
my pointer inits did the trick.
Thank you!
Cheers,
Otto
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Hi,
ok no answers for a while so I guess i need to explain my problem a bit more.
The task is to render a selected set of lines out of a bigger dataset
(http://sites.google.com/site/schurade/pic14.png). The test data I'm usually
working with is about 70k lines with approx. 5M points but can
Hi Otto,
The OSG uses lazy state updating to prevent unnecessary calls being
made to OpenGL, however, it does mean that if you change OpenGL state
yourself without telling the OSG about it then it can get out of sync
and cause problems. I would recommend using the osg::State methods for
setting
Well that's what I suspected. My problem is more the how than the if.
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Hi,
i'm trying to use vertex arrays in my own drawable. For some reason it crashes
in the glDrawArrays call. The draw implementation is some code that works in
another program of mine which uses pure opengl.
Code:
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState(
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