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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