Re: [osg-users] Object transparency

2010-08-24 Thread Aitor Ardanza
Hi,

Thanks for the reply! I partially solved the problem by activating the Facing 
cull. But as you explain, if overlaps the arm with the body, for example, I 
still have the same problem ... I'll try to fix it!

Thank you!

Cheers,
Aitor

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Re: [osg-users] Texture2D subload callback gone

2010-08-24 Thread Robert Osfield
Hi Thomas,

I'm afraid I don't have any specific to recommend as there type of
problem really requires one to see the problem first hand and step
through all the relevant code.  So if you can get an example together
than illustrates the problem then this would be a big help.

Cheers,
Robert.

On Mon, Aug 23, 2010 at 10:11 PM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
 Further update
 Bit of digging on the mailing list revealed this post.
 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg35004.html
 Sounds like it could be what's effecting me as my code was checked out quite
 some time ago. I'll check the code i have at work against the latest
 svn tomorrow, but have a feeling this is the culprit.
 A risk of moving to a non release version I guess
 Cheers
 Tom

 On 23 August 2010 19:23, Thomas Hogarth thomas.hoga...@googlemail.com
 wrote:

 More info on the Texture2D callback issue.
 The version I have that works actually links to osg 2.6.1 or 2.8.2. So
 seems the bug has crept in with 2.9.8 and I'm assuming is caused by the
 texture pool. I think I read somewhere you can disable it so I'll give it a
 try.
 Tom



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[osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-24 Thread Rakesh Parmar
Hi list,

Can we used OSG for our ES 2.0 project on linux project .
I am asking because its still in beta duild no stable build.
Guys please help me out on this. 

Thank you!

Cheers,
Rakesh

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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-24 Thread Andreas Roth
Hi,

i'm still trying to enable or disable stereo during runtime. I created a small 
app, which simply recreates the graphic context when you press g.
It does not enable or disable stereo at all (due to lack of stereo hw at the 
moment), but i think the actual stereo on/off can be easily added when this app 
is working properly.


Code:

#include stdafx.h
#include osgDB/ReadFile
#include osgViewer/CompositeViewer
#include osgGA/TrackballManipulator

class GCEventHandler : public osgGA::GUIEventHandler
{
public:
GCEventHandler(osgViewer::CompositeViewer * viewer, osgViewer::View * view)
: m_viewer(viewer)
, m_view(view)
, m_x(200)
, m_y(200)
, m_width(800)
, m_height(600)
, m_recreateContext(false)
{
}

void preFrame()
{
if(m_recreateContext)
{
m_recreateContext = false;
destroyCamera();
recreateContext();
createCamera();
}
}

bool createContext()
{
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

traits-readDISPLAY();
if (traits-displayNum0)
traits-displayNum = 0;

traits-screenNum = 0;
traits-x = m_x;
traits-y = m_y;
traits-width = m_width;
traits-height = m_height;
traits-alpha = 0;
traits-stencil = 0;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;

osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());
if(gc.valid())
{
m_gw = dynamic_castosgViewer::GraphicsWindow*(gc.get());
m_viewer-addView(m_view);
}
return gc.valid();
}

void destroyContext()
{
m_viewer-removeView(m_view);
m_viewer-stopThreading();
if(m_gw.valid())
{
m_gw-close();
m_gw = NULL;
}

}

bool recreateContext()
{
destroyContext();
return createContext();
}
void destroyCamera()
{
osg::Camera * camera = m_view-getCamera();
osg::ref_ptrosg::GraphicsContext gc = camera-getGraphicsContext();
if(gc.valid())
{
m_gw = dynamic_castosgViewer::GraphicsWindow*(gc.get());
}
camera-setGraphicsContext(NULL);
}

void createCamera()
{
osg::Camera * camera = m_view-getCamera();

camera-setGraphicsContext( m_gw.get() );
camera-setProjectionMatrixAsPerspective( 30.0f, 
static_castdouble(m_width) / static_castdouble(m_height), 1.0, 1000.0);
camera-setViewport( new osg::Viewport( 0, 0, m_width, m_height));
}


virtual bool handle(const osgGA::GUIEventAdapter 
ea,osgGA::GUIActionAdapter aa, osg::Object*, osg::NodeVisitor*)
{
switch(ea.getEventType())
{
case osgGA::GUIEventAdapter::KEYUP:
{
switch(ea.getKey())
{
case 'g':
m_recreateContext = true;
break;
}
}
break;
}
return osgGA::GUIEventHandler::handle(ea,aa);
}

private:
osgViewer::CompositeViewer * m_viewer;
osgViewer::View * m_view;
osg::ref_ptrosgViewer::GraphicsWindow m_gw;
int m_x;
int m_y;
int m_width;
int m_height;
bool m_recreateContext;
};

int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

osgViewer::CompositeViewer viewer(arguments);

// report any errors if they have occurred when parsing the program 
arguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}

if (arguments.argc()=1)
{

arguments.getApplicationUsage()-write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return 1;
}

osg::ref_ptrosgViewer::View view = new osgViewer::View();
viewer.addView(view);

view-setCameraManipulator( new osgGA::TrackballManipulator );

// add the GC handler
osg::ref_ptrGCEventHandler gchandler = new GCEventHandler(viewer, view);
view-addEventHandler(gchandler);

gchandler-createContext();
gchandler-createCamera();

// load the data
osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel) 
{
std::cout  arguments.getApplicationName() : No data loaded  
std::endl;
return 1;
}

// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();

// report any errors if they have occurred when parsing the program 
arguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}


Re: [osg-users] Texture2D subload callback gone

2010-08-24 Thread Thomas Hogarth
Hi Robert

I've rolledback a minor version to 2.8.3 and that has fixed the problem (no
changes to my code). I've had to do this as we are on a deadline. However my
home project uses a similar setup so I will be back with an example app
showing the issue at some point

Cheers
Tom
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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-24 Thread Wang Rui
Hi Andreas,

Enable stereo with:

osg::DisplaySettings::instance()-setStereo( true );

and set to false to disable it.

Wang Rui
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Re: [osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-24 Thread Robert Osfield
Hi Rakesh,

On Tue, Aug 24, 2010 at 3:24 PM, Rakesh Parmar rakes...@kpitcummins.com wrote:
 Can we used OSG for our ES 2.0 project on linux project .
 I am asking because its still in beta duild no stable build.
 Guys please help me out on this.

Linux was the development platform I used for OpenGL ES 1.1 and 2.0
development.  The code has been checked in at the end of the year, so
while there hasn't been a stable release made since then the actual
code itself is reasonably well established.

In general the OSG code base in svn/trunk and dev releases is kept at
a pretty high standard, any problems that are observed which seek to
tackle as soon as we can and get a fix checked into svn/trunk.  This
means that svn/trunk and dev releases can often be more polished than
the previous stable release.

There are occasional regressions though, as you are working with an
evolving code, so while in general you should be comfortable use
developer versions you should also be prepared to help pitch in a get
problems characterised and solved.  Getting stuck in with the code
base is a good thing for both yourselves and the OSG as whole, as you
can help make sure it addresses your particular needs better as well
as make sure the OSG code base stabilizes nicely for the next stable
release.

Robert.
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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-24 Thread Andreas Roth
I'm afraid it's a bit more complicated than your suggested line.


Wang Rui wrote:
 
 
 osg::DisplaySettings::instance()-setStereo( true );
 


I want to enable/disable stereo mode during the runtime of my application. The 
line above only changes the display settings for the next graphic context to be 
created, but it does not change anything on my existing GC.

Regards,
Andreas

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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-24 Thread Wang Rui
Hi Andreas,

It can work as a runtime switch of stereo mode. The SceneView will
check the getStereo() method every cull() and draw() to see if it
should use stereo parameters to render the scene. In that case you
won't have to reallocate the graphics context all the time. I've
already done the same work before. :)

Wang Rui


2010/8/24 Andreas Roth osgfo...@tevs.eu:
 I'm afraid it's a bit more complicated than your suggested line.


 Wang Rui wrote:


 osg::DisplaySettings::instance()-setStereo( true );



 I want to enable/disable stereo mode during the runtime of my application. 
 The line above only changes the display settings for the next graphic context 
 to be created, but it does not change anything on my existing GC.

 Regards,
 Andreas

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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-24 Thread Andreas Roth
Thank you Wang Rui!

I haven't thought it would be so easy ;-)
I use the quad buffer stereo mode. Do i have to create my graphic context with 
quad buffer enabled or can i turn it on later (during runtime)? Is there a draw 
back when quad buffer is enabled but stereo is not enabled (concerning 
performance)?

Andreas

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[osg-users] LineSegmentIntersector...

2010-08-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a question about LineSegmentIntersector. Does it always return all
intersections or does it have a feature that tells you whether or not you
got a hit or not? I have a need to use something for terrain masking from a
viewpoint to another location. In this case, all I want to know is if I hit
terrain or not. I don't care about where the hit is or how many hits there
are. It would certainly be more optimal to test for a single hit in this
case rather than computing ALL intersections along a line of sight.

 

Any feedback on this would be appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] LineSegmentIntersector...

2010-08-24 Thread Tomlinson, Gordon
In the past I would simply write my own 'LineSegementIntersector' to
return just a hit and simply use a node mask to just test against
terrain nodes, just subclass or make a copy of the current
'LineSegementIntersector' and just later what it returns and data it
collects etc 

 

 

Gordon Tomlinson

Product Manager 3d Technology  Project Wyvern

Overwatch(r)

An Operating Unit of Textron Systems

__
WARNING: Documents that can be viewed, printed or retrieved from this
E-Mail may contain technical data whose export is restricted by the Arms
Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export
Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et
seq. and which may not be exported, released or disclosed to non-U.S.
persons (i.e. persons who are not U.S. citizens or lawful permanent
residents [green card holders]) inside or outside the United States,
without first obtaining an export license.  Violations of these export
laws are subject to severe civil, criminal and administrative
penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, August 24, 2010 1:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] LineSegmentIntersector...

 

All,

 

I have a question about LineSegmentIntersector. Does it always return
all intersections or does it have a feature that tells you whether or
not you got a hit or not? I have a need to use something for terrain
masking from a viewpoint to another location. In this case, all I want
to know is if I hit terrain or not. I don't care about where the hit is
or how many hits there are. It would certainly be more optimal to test
for a single hit in this case rather than computing ALL intersections
along a line of sight...

 

Any feedback on this would be appreciated...

 

Thanks,

-Shayne

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[osg-users] Invitation to connect on LinkedIn

2010-08-24 Thread Shoham Ben-Har
LinkedIn


   
OpenSceneGraph,

I'd like to add you to my professional network on LinkedIn.

- Shoham

Shoham Ben-Har
Software Eng. at Classified 
Israel

Confirm that you know Shoham Ben-Har
https://www.linkedin.com/e/-qywqtf-gd923034-5v/isd/1596264912/hRMVNAaT/


 
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Re: [osg-users] LineSegmentIntersector...

2010-08-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I sort of figured that I might have to write my own. I just wanted to make
sure there wasn't already something out there before I pressed forward. It
probably might be a good thing to have in osgSim since terrain masking is a
heavily used feature in simulation environments...

Thanks for your input.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson,
Gordon
Sent: Tuesday, August 24, 2010 11:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector...

In the past I would simply write my own 'LineSegementIntersector' to return
just a hit and simply use a node mask to just test against terrain nodes,
just subclass or make a copy of the current 'LineSegementIntersector' and
just later what it returns and data it collects etc 

 

 

Gordon Tomlinson

Product Manager 3d Technology  Project Wyvern

OverwatchR

An Operating Unit of Textron Systems

__
WARNING: Documents that can be viewed, printed or retrieved from this
E-Mail may contain technical data whose export is restricted by the Arms
Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export
Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq.
and which may not be exported, released or disclosed to non-U.S. persons
(i.e. persons who are not U.S. citizens or lawful permanent residents
[green card holders]) inside or outside the United States, without first
obtaining an export license.  Violations of these export laws are subject to
severe civil, criminal and administrative penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, August 24, 2010 1:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] LineSegmentIntersector...

 

All,

 

I have a question about LineSegmentIntersector. Does it always return all
intersections or does it have a feature that tells you whether or not you
got a hit or not? I have a need to use something for terrain masking from a
viewpoint to another location. In this case, all I want to know is if I hit
terrain or not. I don't care about where the hit is or how many hits there
are. It would certainly be more optimal to test for a single hit in this
case rather than computing ALL intersections along a line of sight.

 

Any feedback on this would be appreciated.

 

Thanks,

-Shayne



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[osg-users] Textures problems in FLTK Viewer utility with LOD model and Viewer.

2010-08-24 Thread Dario Minieri
Hi,

I have a very strange problem. I've written an FLTK application, which use the 
viewer (pretty similar to the FLTKViewer in the OSG examples), that compose and 
show LOD models. I can load multiples models and I inserted these models as 
childs of an osg::LOD node. Then, I've tried to write the LOD model into a file 
using writeObject method and ref_ptr original LOD pointer as first parameter. 

Now, I've a strange behaviour. In the viewer ALL WORKS FINE, I can see the 
models switch and all relatives textures correctly. The written LOD model is 
correct in terms of meshes (I see the correct models transition when the bound 
is reached) but there is a very strange problem with the textures (assuming to 
use 2 models):

1. If I DON'T switch between near and middle object in the viewer, then the LOD 
model written have NO TEXTURE for the NEAR object, but have the CORRECT texture 
for the second model!

2. If I SWITCH between near and middle object in the viewer, then I see NO 
TEXTURE for all LOD objects models.

I've tried to disable the my_viewer-setSceneData(LOD_model_pointer) (and the 
Fl::redraw() idle action), so that I can't view the models loaded in the 
viewer. In this case, the LOD written model is correct!!! There are all 
textures!!! I've tried also writing the LOD model without using the graphical 
application (this is rougly the same test...) and, obviously, all works fine!!!

So, seems that if an object is visualized under the viewer, then the 
writeObject method don't writes the textures informations, otherwise is ok. In 
effects, the near model is ever showed as first and so don't ever has the 
textures. The viewer locks the texture informations...?!? This is very 
strange for me...

Can you help me?

Many thanks!

Thank you!

Cheers,
Dario

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[osg-users] drawImplementation not being called every frame

2010-08-24 Thread Yun-Ta Tsai
Hi,

I have tried to implement fade quad following the code of osgText::FadeText.
However, I found my drawImplementation not being called every frame. The code 
is almost identical except using osg::Geometry instead of osg::Text.

Code is attached. Would anyone please give me some light? 

Thank you! :-)

Cheers,
Yun-Ta

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http://forum.openscenegraph.org//files/fadequad_127.cpp


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Re: [osg-users] Enable/Disable stereo during runtime

2010-08-24 Thread Wang Rui
Hi Andreas,

Yes, you have to set traits-quadBufferStereo to true and create you
graphics context. It will automatically add a WGL_STEREO_ARB attribute
to the WGL pixel format settings. I haven't heard of any obvious draw
back here.

Wang Rui


2010/8/25, Andreas Roth osgfo...@tevs.eu:
 Thank you Wang Rui!

 I haven't thought it would be so easy ;-)
 I use the quad buffer stereo mode. Do i have to create my graphic context
 with quad buffer enabled or can i turn it on later (during runtime)? Is
 there a draw back when quad buffer is enabled but stereo is not enabled
 (concerning performance)?

 Andreas

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Re: [osg-users] drawImplementation not being called every frame

2010-08-24 Thread Wang Rui
Hi Yun-Ta,

Have you disabled display list with setUseDisplayList(false)?
Otherwise the drawImplementation() method will be called only once to
create the display list. And the latter will be actually used for
rendering every frame.

Cheers,

Wang Rui


2010/8/25, Yun-Ta Tsai bbns.t...@gmail.com:
 Hi,

 I have tried to implement fade quad following the code of osgText::FadeText.
 However, I found my drawImplementation not being called every frame. The
 code is almost identical except using osg::Geometry instead of osg::Text.

 Code is attached. Would anyone please give me some light?

 Thank you! :-)

 Cheers,
 Yun-Ta

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Re: [osg-users] Textures problems in FLTK Viewer utility with LOD model and Viewer.

2010-08-24 Thread Ulrich Hertlein
Hi Dario,

On 25/08/10 4:26 , Dario Minieri wrote:
 Now, I've a strange behaviour. In the viewer ALL WORKS FINE, I can see the 
 models
 switch and all relatives textures correctly. The written LOD model is correct 
 in terms
 of meshes (I see the correct models transition when the bound is reached) but 
 there is
 a very strange problem with the textures (assuming to use 2 models):
 
 1. If I DON'T switch between near and middle object in the viewer, then the 
 LOD model
 written have NO TEXTURE for the NEAR object, but have the CORRECT texture for 
 the
 second model!
 
 2. If I SWITCH between near and middle object in the viewer, then I see NO 
 TEXTURE for
 all LOD objects models.
 
 I've tried to disable the my_viewer-setSceneData(LOD_model_pointer) (and the
 Fl::redraw() idle action), so that I can't view the models loaded in the 
 viewer. In
 this case, the LOD written model is correct!!! There are all textures!!! I've 
 tried
 also writing the LOD model without using the graphical application (this is 
 rougly the
 same test...) and, obviously, all works fine!!!
 
 So, seems that if an object is visualized under the viewer, then the 
 writeObject method
 don't writes the textures informations, otherwise is ok. In effects, the near 
 model is
 ever showed as first and so don't ever has the textures. The viewer locks 
 the texture
 informations...?!? This is very strange for me...

Are you saving '.ive' files with inlined textures by any chance?

Once a texture is applied/used its associated image data by default is removed 
from memory
to save space.  This means that the image *data* cannot be saved to disk 
anymore (but the
file name can).

You can prevent this by calling 'setUnRefImageDataAfterApply(false)' on the 
textures.
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