Hi,
thanks for your reply, but I wouldnt have posted it if it worked. I tried everything I could think of before posting.
What I do is essentially this:
buffer.clear();
buffer.blit(background, 0, 0, 0, 0, 512, 512,
FrameBuffer.OPAQUE_BLITTING);
world.renderScene(buffer);
world.draw(buffer);
buffer.update();
buffer.display(g);
My configuration:
Config.isIndoor = true;
Config.fadeoutLight = false;
Config.linearDiv = 50;
Config.specTerm = 1;
Config.maxPolysVisible = 9000;
Config.farPlane = 1000;
Config.lightMul = 1;
World.setDefaultThread(Thread.currentThread());
buffer = new FrameBuffer(512, 512, FrameBuffer.SAMPLINGMODE_OGSS);
buffer.enableRenderer(IRenderer.RENDERER_SOFTWARE);
buffer.setBoundingBoxMode(FrameBuffer.BOUNDINGBOX_NOT_USED);
buffer.setBufferAccess(FrameBuffer.BUFFER_ACCESS_SPLITTED);
The world renders just fine, and yes, because of the Config.isIndoor the colorbuffer isn't cleared, BUT: no blitting occurs. Sometimes, very very rarely, I can see the texture for an instant, and then its gone again.
Any idea? :?