Hi Christer, I have also the same problem with my composite viewer, I add and remove views at run-time and sometimes my textures are disappearing when I add a new view.
If you fixed your issue by setting your application rather than commenting code please let me hear. Kind regards, 2007/12/10 Christer Wigren <[EMAIL PROTECTED]>: > Hi > > I ended up having to call getGraphicsContext()->close(false) myself due to > cameras disapperaing from the canvas before the canvas was deleted. However, > I still have the same problem with the textures not being correct the second > time I create the window. A way to make it work is to comment out the line: > > > getTextureObjectManager()->_textureObjectListMap[contextID].push_back(_textureObjectBuffer[contextID]); > > in void Texture::releaseGLObjects(State* state) const. > > Any ideas what I'm doing wrong? > > /Christer > > -----Ursprungligt meddelande----- > Från: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] För Robert Osfield > Skickat: den 7 december 2007 13:13 > Till: OpenSceneGraph Users > Ämne: Re: [osg-users] Textures disappear when removing and adding views > > HI Christer, > > The critical aspect to this issue is the adding removal of graphics windows > and scene graphs, rather than views. If you have one view per graphics > window then they'll be matched, but this isn't always the case. > > What is happening to the graphics window in your case? The intention is > that the GraphicsContext base class will issue a release of OpenGL objects > on any Camera's attached to it, this in theory should clean the scene graphs > attached to the Cameras so that any subsequent reuse of the contextID won't > affect things - it'll be treated like it starts > from scratch. This can't be happening correctly in your case, > perhaps not happening at all. > > As to why its not happening correctly I'm afraid I can't say, there at lots > of collaborating classes in play, and order of events is quiet open. The > best I can do is point you in the direction of where to > stick some debugging code to better reveal what's happening. My > first port of call would be to see whether the > src/osg/GraphicsContext.cpp's GraphicsContext::close() method is being > called, and if the code that does the releaseGLObjects is being called for > the scene graphs in question. > > Robert. > > On Dec 7, 2007 11:43 AM, Christer Wigren <[EMAIL PROTECTED]> wrote: > > Hi > > > > In our windows application we need to add and remove views during the > execution of the program. We are using wxCanvas and > osgViewer::GraphicsWindow (OSG 2.2) as basis for our canvas class. Many of > the different views are using the same scenedata. When we create a new > window with a new canvas we are using the init method from the osgviewerWX > example which contains the following line of code: > > > > getState()->setContextID( > > osg::GraphicsContext::createNewContextID() ); > > > > If we remove the view from the osgViewer::CompositeViewer and later > create a new view and add to the viewer then > osg::GraphicsContext::createNewContextID() are reusing an old contextID and > the textures are not set correctly. However, if we change the method so that > it does not reuse the contextID then everything works fine. > > > > I attach the changed file. > > > > /Christer > > > > _______________________________________________ > > 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 > -- Alexandre AMALRIC Ingénieur R&D =================================== PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr
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