[osg-users] 'loosing' textures?
Zach Deedler
mynamezach at gmail.com
Wed Sep 19 07:27:18 PDT 2007
Well it does sound like you are doing some pretty crazy things, but I don't
know why they'd cause textures to disappear. Are there any other odd things
that you are doing?
I had similar texture problems when using ReplicantBody models in my scenes.
Are you loading any crazy file formats?
Has anything else changed since you have upgraded to OSG 2.0?
-----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 10:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 'loosing' textures?
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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>>>>>>
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