Hi, I know, it sounds that I'm doing strange things. But the opposite is true. Well, I am stripping everything and see where it is. Eventually it will be something small & stupid, as always ;-)
Thanks for your time! Raymond Zach Deedler wrote: > 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: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] 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: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] 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 <[EMAIL PROTECTED]> 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 <[EMAIL PROTECTED]> 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 >>>>>>> >>>>>>> _______________________________________________ >>>>>>> osg-users mailing list >>>>>>> osg-users@lists.openscenegraph.org >>>>>>> >>>>>>> >>>>>>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>> _______________________________________________ >>>>>> osg-users mailing list >>>>>> osg-users@lists.openscenegraph.org >>>>>> >>>>>> >>>>>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >>>>>> >>>>>> >>>>>> >>>>>> >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> osg-users@lists.openscenegraph.org >>>>> >>>>> >>>>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >>>>> >>>>> >>>>> >>>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> >>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >>>> >>>> >>>> >>>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >>> >>> >>> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org