[osg-users] Invisible light points

Robert Osfield robert.osfield at gmail.com
Fri Oct 6 09:21:41 PDT 2017


More testing has shown that there is connection between VBO's status and
light points, manually disabling the use of buffer objects explictly in
LightPointDrawable::drawImplementation(..) fixes the problem so that both
the light point and the polygon appear when viewing the problem lp_poly.osg
model.

I will now reflect on the how things are being managed in VertexArrayState
w.r.t use of interleaved arrays.  Might not have time to get a fix done
today but now I now roughly where the problem lies a bug fix shouldn't be
too hard.

As a general comment, old code like LightPointDrawable is written around
the limitations of old fixed function GL, computing data on the CPU to be
streamed to the GPU.  These days I would implement light points in shaders
and avoid most of the CPU computation work.  Such an approach should make
LightPointDrawable irrelevant as normal shaders and osg::Geometry should be
capable of doing the job.  However, such a change would take work of
course...

Robert.
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