[osg-users] 'loosing' textures?
robert.osfield at gmail.com
Wed Sep 19 05:48:59 PDT 2007
I am perplexed why you'd want to use GLUT for any multiple window
work. Why not just try the native windowing support.
On 9/19/07, Raymond de Vries <reedev at xs4all.nl> wrote:
> Hi Robert,
> Sure, I did not provide information for the complete solution. At this
> moment I was hoping that someone else was triggered by this and he or
> she did some extensive research on this. Appearantly I did trigger ;-)
> I will describe my situation here in detail:
> * osg 2.0.0 on Windows XP SP2, 1 monitor
> * 1 main freeglut window = 1 rendering context. Shared contexts is
> enabled in freeglut since I intend to use only 1 rendering context
> in order to preserve resources. This window exists during the
> existence of the program and I hide it just after creation. I
> don't draw this window.
> * Multiple other windows, mixed glut and .net controls. In the .net
> control I create a so-called NativeWindow and get the current
> context. This way I get the context from my main window. These
> other windows and .net controls are created and deleted at runtime
> * Each 'other' window (ie not the main window) has its own sceneview
> * 1 scenegraph, assigned to each sceneview (setSceneData(node))
> * Each 'other' window has its own camera transformation
> Models are then loaded from file and added to the scenegraph. The effect
> that I see right now is that it seems that I am using multiple rendering
> contexts and that the texture of some parts of the models don't get
> uploaded to a particular rendering context. This is not the case
> however, I checked the contexts being made active and they are all the
> same. It looks like the models are only smooth shaded. Any clue?
> Is it possible that I need to set a specific rendering context to a
> Thanks a lot (again)
> Robert Osfield wrote:
> > Hi Raymond,
> > If its not clear to you then with this small amount of information is
> > going to be absolutely beyond comprehension for others...
> > First up what type of application/viewer code do you have? Single
> > window, multiple cameras? What platform? Does it just happen with
> > certain types of hardware?
> > Does osgviewer exhibit the same problems your data? Have you tried
> > disabling the optimizer?
> > Robert.
> > On 9/19/07, Raymond de Vries <reedev at xs4all.nl> wrote:
> >> Hi everyone,
> >> Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
> >> textures on loaded models. It is not very clear to me what happens, and
> >> it is not easy to describe. At the moment I was wondering if someone has
> >> a hint or so.
> >> Thanks a lot,
> >> Raymond
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