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Unfortunately I am unable to reproduce this due to the crash when using TECHNIQUE_GPU.
I would recommend avoiding that option though; try TECHNIQUE_DRAPE instead.
I believe the problem here is a conflict between the VisibleLayer's culling callback (which permits culling to happen even when a layer is invisible) and the ClampableNode/DrapeableNode (which don't add leaves to the normal render graph during cull).
i use vcpkg toolchain to compile osgearth
this is my osgearth's version infos:
osgearth_versiond.exe --caps
[osgearth info] Hello, world.
[osgearth info] [Capabilities] osgEarth Version: 3.6.0 build 158
[osgearth info] [Capabilities] GDAL Version: 3.9.0
[osgearth info] [Capabilities] OSG Version: 3.6.5
[osgearth info] [Capabilities] OSG GL3 Features: yes
[osgearth info] [Capabilities] OSG FFP Available: no
[osgearth info] [Capabilities] CPU Cores: 12
[osgearth info] [Capabilities] GL_VENDOR: Intel
[osgearth info] [Capabilities] GL_RENDERER: Intel(R) UHD Graphics 630
[osgearth info] [Capabilities] GL_VERSION: 3.3.0 - Build 31.0.101.2127
[osgearth info] [Capabilities] GL CORE Profile: yes
[osgearth info] Goodbye.
my codes is :
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