New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Light visuals do not honor SDF <visualize>
tag value at startup with ogre
renderer
#1948
Comments
Hi @sea-bass, I tried the The point visual is not visualized. gz-sim/examples/worlds/lights.sdf Line 55 in b559eb6
Can you check this? |
@ahcorde we were using spot lights in our case -- does that work for you? |
I tried this world and it's working. Can you try this world? Point and spot gizmos are deactivated. light.sdf0.001 1.0
|
Apologies for the delay here -- I somehow missed this. I just did some investigating and it turns out the gizmos don't show up with the default render engine ( If you do Tested on both Fortress and Garden and this happens. |
<visualize>
tag value at startup<visualize>
tag value at startup with ogre
renderer
Hi @sea-bass, can you try this gazebosim/gz-rendering#862 ? |
Haha -- always the subtle things. PR LGTM, though I see it already was merged. Thank you! |
Environment
Description
Building on #1387, when you create a world in SDF format, there is the option of not visualizing the light frames by setting the
<visualize>
tags to false.However, these options do not take effect at startup when using the
ogre
renderer. The default ofogre2
is fine.You have to toggle them in the GUI to get the setting correct.
Steps to reproduce
<visualize>false</visualize>
tag on it.ogre
render engineOutput
Notice the "View gizmo" option is off but the visuals for the lights are still there:
The text was updated successfully, but these errors were encountered: