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
>>   
>>     
>>>>>>>         
>>>>>>>           
>>>>>>>             
>>>>>>>               
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>>>>>>           
>>>>>>             
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