Newbie questions: pfGeoState behaves strange / Recalculate BoundingBoxes

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From: Oliver Albrecht (Oliver.Albrecht++at++m.eads.net)
Date: 08/29/2001 23:30:20


Hi pfAll,

I've come across a probably very newbie-like problem: After loading a
scene via the standard loader
I created some additional pfGeoSets using pfdNewSphere etc. I assigned
those to a pfGeode and put
that one into the scene graph. Now I just wanted to give them some
surface properties. In my application
framework the are assigned a standard appearance first and recieve
different appearances later.
This is done by creating a pfGeoState and pfMaterial, setting the
Material properties and then assigning
those to the pfGeoState. Then I use geoset->setGState( gstate ) and what
happens is very strange!
Although an e.g. a red material produces a reddish look, other
properties like shininess/shading seem to be disregarded altogether.
Some testing has shown, that this may be due to the fact, that I'm
creating
the default appearance first, whilst all other appearances are created
later on. Do I have to take
some SharedAreana things into account here? I was assuming that this is
done by pfObjects themselves...

Ah, and there is another problem I'm having. After loading my scene
tree, I have to alter some of the
vertices (i.e. move them quite a bit). No I have noticed, that culling
does some strange things. Objects simply vanish, although they should be
still visible. I presume this is caused by "old" bounding boxes.
Hence my question is, how do I recalculate those?

System: pfLinux 2.4 on PIII-733 with NVidia GeForce2 using
nvidia-1.0-1251 drivers.

Many thanks in advance,
Oliver Albrecht

MT 641
Military Aircraft Division
EADS Deutschland GmbH

phone: +49.89.607.20398
fax: +49.89.607.22491
mailto: Oliver.Albrecht++at++m.eads.net




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