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correctly load materials #1292
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correctly load materials #1292
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Pulls: #1292 |
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Thanks for opening the PR, it is appreciated.
I'm just trying to understand a bit why this makes a difference. Looking at the code, by default, when you call OgreManualObject::begin
, it puts all "positions" and "normals" after this into the DEFAULT_RESOURCE_GROUP_NAME
, which ends up being the string "General". That's at least part of the warning message that you've seen. But I can't quite put my finger on why this would make a difference.
Is there any chance you could share a mesh and a rviz configuration file that shows the problem? I may be able to trace it a bit better that way. Thanks.
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I don't know anything about the ogre API, but I do se other places are using "rviz_rendering" as the resource group name, https://github.com/search?q=repo%3Aros2%2Frviz+%5C%22rviz_rendering%5C%22&type=code
Including in the "MaterialManager": https://ogrecave.github.io/ogre/api/13/class_ogre_1_1_material_manager.html#a3068599a5b10421e6203d568006f5f93
Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create(name, "rviz_rendering"); |
@Markus-Simonsen Could you please address linter errors?
|
Adresses #1220
I took inspiration from a solution to a similar problem in Moveit2.
I must admit that I don't know exactly how this solves the problem, but the errors disappear.