here you go:

DEBUG: Window 0x81825b0: GL Extensions: GL_ARB_depth_texture
GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample
GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos
GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edgeDEBUG: Window 0x0x81825b0
(event 16,ri:6,rf:6): Validating object 4: last reinit:0, last
validate:0 last refresh: 15 => init
DEBUG: Window 0x0x81825b0 (event 16,ri:6,rf:6): Validating object 4:
last reinit:1, last validate:16 last refresh: 15 => up-to-date
DEBUG: Window 0x0x81825b0 (event 16,ri:6,rf:6): Validating object 4:
last reinit:1, last validate:16 last refresh: 15 => up-to-date
DEBUG: Window 0x0x81825b0 (event 16,ri:6,rf:6): Validating object 4:
last reinit:1, last validate:16 last refresh: 15 => up-to-date
.
.
.
DEBUG: Window 0x0x81825b0 (event 16,ri:6,rf:6): Validating object 4:
last reinit:1, last validate:16 last refresh: 15 => up-to-date
DEBUG: Window 0x0x81825b0 (event 16,ri:6,rf:6): Validating object 4:
last reinit:1, last validate:16 last refresh: 15 => up-to-date
DEBUG: Window 0x0x81825b0 (event 16,ri:6,rf:6): Validating object 4:
last reinit:1, last validate:16 last refresh: 15 => up-to-date
DEBUG: Window 0x0x81825b0 (event 16,ri:6,rf:6): Validating object 4:
last reinit:1, last validate:16 last refresh: 15 => up-to-date
INFO: terminate singleton FieldContainerFactory
INFO: OSGFieldContainerPtrBase terminate
INFO: Terminate VRMLWriter
INFO: INFO: Destroy Singleton FieldFactory
INFO: Connection type Multicast removed
INFO: Connection type StreamSock removed


i've cut a lot of every-frame-is-the-same info.

does it actually means anything? well, i changed the graph construction
this way:

* cube map loading with 6 separate images ^_^ *

    cubemap->setMagFilter(GL_NEAREST);
    cubemap->setMinFilter(GL_NEAREST);

   
    diffCubeMap->addChunk(cubemap);
    
    diffCubeMap->addChunk(vp);
    diffCubeMap->addChunk(fp);

    NodePtr gruppo = Node::create();                      
    MaterialGroupPtr grp = MaterialGroup::create();

     beginEditCP(grp);        
        grp->setMaterial(diffCubeMap);
     endEditCP(grp);

     beginEditCP(gruppo);  
         gruppo->setCore(grp);
         gruppo->addChild(sfera);
      endEditCP(gruppo);
   
    scene=gruppo;

but still no textures in my scene. What s wrong with it??





Il gio, 2004-03-25 alle 16:08, Dirk Reiners ha scritto:
>       Hi Enrico,
> 
> On Thu, 2004-03-25 at 03:22, Enrico Borrione wrote:
> > hi dirk,
> > thx for the NegZ hint, i was finally able to load all the six faces... 
> > I also swapped to makeLatLongSphereGeo primitive. Now the problem is
> > that my sphere isn't cubemapped... My application just wraps around the
> > sphere one of the faces (the negx one). Here is my code, is there
> > anything wrong?
> > 
> > ////////////////////////////////////////////////////////
> > ///  diffuse map generation - fasten your seatbelts  ///
> > ///  **********************************************  ///
> > void DiffuseMapBilder()
> > {
> >     CubeTextureChunkPtr cubemap;
> >     cubemap=CubeTextureChunk::create();
> >     
> >     ImagePtr immagine;
> >     immagine=Image::create();
> >     
> >     UInt8 skydataposx[256*256*3];
> >     LoadImg("0.bmp",skydataposx);
> >     immagine->set (Image::OSG_RGB_PF,256,256, 1, 1, 1, 0, skydataposx);
> >     cubemap->setPosXImage(immagine) ;
> >     
> >     UInt8 skydatanegx[256*256*3];
> >     LoadImg("1.bmp",skydatanegx);
> >     immagine->set (Image::OSG_RGB_PF,256,256, 1, 1, 1, 0, skydatanegx);
> >     cubemap->setNegXImage(immagine) ;
> > 
> >     UInt8 skydataposy[256*256*3];
> >     LoadImg("2.bmp",skydataposy);
> >     immagine->set (Image::OSG_RGB_PF,256,256, 1, 1, 1, 0, skydataposy);
> >     cubemap->setPosYImage(immagine) ;
> > 
> >     UInt8 skydatanegy[256*256*3];
> >     LoadImg("3.bmp",skydatanegy);
> >     immagine->set (Image::OSG_RGB_PF,256,256, 1, 1, 1, 0, skydatanegy);
> >     cubemap->setNegYImage(immagine) ;
> > 
> >     UInt8 skydataposz[256*256*3];
> >     LoadImg("4.bmp",skydataposz);
> >     immagine->set (Image::OSG_RGB_PF,256,256, 1, 1, 1, 0, skydataposz);
> >     cubemap->setPosZImage(immagine) ;
> > 
> >     UInt8 skydatanegz[256*256*3];
> >     LoadImg("5.bmp",skydatanegz);
> >     immagine->set (Image::OSG_RGB_PF,256,256, 1, 1, 1, 0, skydatanegz);
> >     cubemap->setImage(immagine) ;
> > 
> >     cubemap->setMagFilter(GL_NEAREST);
> >     cubemap->setMinFilter(GL_NEAREST);
> > 
> >     diffCubeMap->addChunk(cubemap);
> >     
> >     // DISCONNECTED PROGRAMS
> >     //diffCubeMap->addChunk(vp);
> >     //diffCubeMap->addChunk(fp);
> >              
> >     MaterialGroupPtr grp = MaterialGroup::create();
> >         
> >     grp->setMaterial(diffCubeMap);
> >     MaterialPtr mat=NullFC;
> >     mat=grp->getMaterial();
> > 
> >     beginEditCP(geosfera, Geometry::MaterialFieldMask );
> > 
> >     geosfera->setMaterial(mat);
> >     endEditCP(geosfera, Geometry::MaterialFieldMask );
> >     printf("Farewell and thank you for the fish\n");
> > }
> > 
> > now why when i try to display my sphere i find it wrapped just into the
> > NegXImage? Do i have to set up any of the env parameters? 
> 
> You're only using one Image. That way the second image replaces the
> first one and so on. You need a separate Image for each texture you
> load, as the Image holds the actual data, the TextureChunk just uses it.
> The reason is to allow you to use one Image in several TextureChunks,
> with different parameters.
> 
> > second quastion: as u can see my app has 2 disconnected handles to v/f
> > programs. Even if i uncomment em nothing changes. I am pretty sure that
> > the loading part is correct, since no error message is prompted. Any
> > clues?
> 
> If the loading doesn't print any warnings, I can only imagine that your
> drivers don't support VP and FP. Could you try setting OSG_LOG_LEVEL to
> debug and send me the output (compressed, preferably ;).
> 
> Thanks
> 
>       Dirk
> 
> 
> 
> 
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