Re: [osg-users] Texture missing when adding slaves dynamically to osgViewer

2009-10-09 Thread Robert Osfield
Hi Frederic, > I tried with Texture::setUnRefImageDataAfterApply(false) and it works well. > However, as I read about this, texture memory is now duplicated (once in > OpenGL and once in OSG). Isn't there a way to do the same thing in OpenGL by > sharing the contexts or something like that? As

Re: [osg-users] Texture missing when adding slaves dynamically to osgViewer

2009-10-09 Thread Drolet, Frederic
Hello, I tried with Texture::setUnRefImageDataAfterApply(false) and it works well. However, as I read about this, texture memory is now duplicated (once in OpenGL and once in OSG). Isn't there a way to do the same thing in OpenGL by sharing the contexts or something like that? As I said, I trie

Re: [osg-users] Texture missing when adding slaves dynamically to osgViewer

2009-10-08 Thread Robert Osfield
Hi Frederic, If you are creating new graphics contexts and applying and old scene graph to it then you can't use the Texture::setUnRefImageDataAfterApply(true) feature of osg::Texture as this will discard the imagery once it's applied to all the graphics contexts that it knows about. By default t

[osg-users] Texture missing when adding slaves dynamically to osgViewer

2009-10-08 Thread Drolet, Frederic
Hello, I'm having trouble with textures on slave cameras added to an osgViewer. Textures won't appear if I add the slaves after a first call to osgViewer::frame(). My application is composed of a rendering thread calling osgViewer::frame() every 15 ms (for a 60 Hz framerate) and a main t