[osg-users] 'loosing' textures?

Raymond de Vries reedev at xs4all.nl
Wed Sep 19 07:08:34 PDT 2007


Hi Zach,

> It sounds like your state sets are not being managed properly.  Are you
> doing any opengl state changes outside of OSG?  If so, try removing them and
> see what happens.
>   
You mean that I do direct OpenGL calls, mixed with OSG, right? Nope, I 
am not doing that. Yes, I can imagine that that's tricky to do. 
Everything is single threaded, single rendering context.

thnx
Raymond

> -----Original Message-----
> From: osg-users-bounces at lists.openscenegraph.org
> [mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Raymond de
> Vries
> Sent: Wednesday, September 19, 2007 9:34 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 'loosing' textures?
>
> Hi,
>
>   
>> Glut is effectively only used for creating the rendering context at the 
>> moment. From there on I use this rendering context in the .net controls. 
>> Apart from that the usage is for historical reasons. I understand it 
>> sounds strange but the glut functionality that I use right now is very 
>> limited. And when I do use it, it is used as a kind of debugging window 
>> instead of het .net control.
>>
>> Rewriting the whole thing is not an option right now, and I don't need 
>> the full osgviewer functionality. I will try to use osg::GraphicsContext 
>> so that I can take a step in the right direction.
>>   
>>     
> Ok, I guess this GraphicsContext is only to be used as part of the 
> osgviewer, so this is not an option for me right now.
>
> More info, maybe this rings a bell: the textures only disappear after a 
> few frames, when I use multiple windows (.net controls). Conceptually, I 
> don't have a clue what's going on, all the windows have a view on the 
> same scenegraph, using their own sceneview.
>
> thanks a lot for your time!
> Raymond
>
>   
>> best regards
>> Raymond
>>
>>
>> Robert Osfield wrote:
>>   
>>     
>>> Hi Raymond,
>>>
>>> I am perplexed why you'd want to use GLUT for any multiple window
>>> work.  Why not just try the native windowing support.
>>>
>>> Robert.
>>>
>>> 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
>>>> sceneview?
>>>>
>>>> Thanks a lot (again)
>>>> Raymond
>>>>
>>>>
>>>>
>>>>
>>>> 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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