<div dir="ltr"><div><div><div>Hi John,<br><br></div>Unfortunately I can't help with debugging on this one as the combination of 3rd party libs and your scene graph/application are far to complex to be able to guess at specific bugs. The best we can do is provide general and have you iterate through different combinations of to see if you can isolate the problem. <br><br>As I said in my previous post this type of problem often stems from state not being managed correctly - this could be due to the SpeedTree integration not being 100% reliable in this respect, or part of the OSG scene graph not being fully set up - for instance missing normals, text coordinate or colours assigned to an osg::Geometry so it randomly inherits from previous OpenGL calls. There is also a possibility of OpenGL driver/hardware bugs - try different hardware and drivers can normally help with determining this.<br><br></div>As for the NodeMask's have a look at the osgstereoimage example for how to set up scene graph NodeMask's and traversal masks.<br><br></div>Robert.<br><div><div><br><br></div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On 25 November 2015 at 03:32, John Green <span dir="ltr"><<a href="mailto:star-force@qq.com" target="_blank">star-force@qq.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">The terrain stay black even if I remove the speedtree node.So we can specify:<br>
1.When we use a addslave-type rtt camera,with usemasterdata set true,Eveything is OK,BUT the workload is quite heavy.<br>
2.When we use a addslave-type rtt camera,with usemasterdata set false,the osgearth lost its textures and turn into black,but the speedtree is fine.<br>
3.When we use a addchild-type rtt camera,the osgearth can be fine,but the speedtree node are totally disapeared.<br>
BTW,nodemask seem not to work when we use the first and only way.<br>
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robertosfield wrote:<br>
> Hi John,<br>
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> The inconsistent behaviour suggests that some state set up by SpeedTree is affecting the OSG rendering and possibly the other way around too. <br>
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> W.r.t. rendering different parts of the scene in the mirror vs main scene, you can use a combination of NodeMask's on the subgraphs you want to specialize and CullMask (see in osg::CullSettings that is inherited by osg::Camera.)<br>
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> Robert<br>
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