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Today's Topics:

   1. cubemap doesn't working (Enrico Borrione)
   2. Re: win32: visual studio only? (Michal Idziorek)
   3. Re: cubemap doesn't working (Dirk Reiners)
   4. Re: cubemap doesn't working (Enrico Borrione)
   5. Re: win32: visual studio only? (Dirk Reiners)
   6. Re: cubemap doesn't working (Dirk Reiners)

--__--__--

Message: 1
From: Enrico Borrione <[EMAIL PROTECTED]>
To: OpenSG <[email protected]>
Organization: Seac02 s.r.l
Date: 25 Mar 2004 10:22:23 +0100
Subject: [Opensg-users] cubemap doesn't working
Reply-To: [email protected]

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? 

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?
Thank you enrico



--__--__--

Message: 2
From: "Michal Idziorek" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: Re: [Opensg-users] win32: visual studio only?
Date: Thu, 25 Mar 2004 15:48:10 +0100
Reply-To: [email protected]

Ok,Thank you

And i suppose "Visual Sudio .NET 2003" will be of course fine too. , right?
Coz maybe i can buy a student-version of this. 

greetings
miguel



----- Original Message ----- 
From: "Dirk Reiners" <[EMAIL PROTECTED]>
To: "users" <[email protected]>
Sent: Thursday, March 25, 2004 12:58 AM
Subject: Re: [Opensg-users] win32: visual studio only?


> 
> Hi Miguel,
> 
> On Wed, 2004-03-24 at 11:12, Michal Idziorek wrote:
> > Hi, 
> > im working under linux at the moment. 
> >  
> > But is VisualStudio 7(.NET) or 6 with Intel compiler (5.01+) the only
> > possibility when i wanna compile and run my programm under win32 ?
> 
> Currently, yes. We haven't tried using gcc or Mingw on Windows in a long
> time, so I don't know it works by now. My latest info is still that you
> can't mix gcc compiled programs with Windows DLLs (e.g. OpenGL), so
> using gcc seems like a pointless excercise for graphics programs. Can
> anybody confirm or deny that?
>  
> > (I do not need to compile the opensg library itself.
> > My application just uses it, so, includes headers, and links to it.)
> 
> In the case of OpenSG that doesn't help, as most of the tricky part is
> templates and thus is in headers anyway.
> 
> Sorry
> 
> Dirk
> 
>  
> 
> 
> 
> -------------------------------------------------------
> This SF.Net email is sponsored by: IBM Linux Tutorials
> Free Linux tutorial presented by Daniel Robbins, President and CEO of
> GenToo technologies. Learn everything from fundamentals to system
> administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click
> _______________________________________________
> Opensg-users mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/opensg-users
> 




--__--__--

Message: 3
Subject: Re: [Opensg-users] cubemap doesn't working
From: Dirk Reiners <[EMAIL PROTECTED]>
To: users <[email protected]>
Date: Thu, 25 Mar 2004 09:08:12 -0600
Reply-To: [email protected]


        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




--__--__--

Message: 4
Subject: Re: [Opensg-users] cubemap doesn't working
From: Enrico Borrione <[EMAIL PROTECTED]>
To: OpenSG <[email protected]>
Organization: Seac02 s.r.l
Date: 25 Mar 2004 16:42:11 +0100
Reply-To: [email protected]

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
> 
> 
> 
> 
> -------------------------------------------------------
> This SF.Net email is sponsored by: IBM Linux Tutorials
> Free Linux tutorial presented by Daniel Robbins, President and CEO of
> GenToo technologies. Learn everything from fundamentals to system
> administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click
> _______________________________________________
> Opensg-users mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/opensg-users



--__--__--

Message: 5
Subject: Re: [Opensg-users] win32: visual studio only?
From: Dirk Reiners <[EMAIL PROTECTED]>
To: users <[email protected]>
Date: Thu, 25 Mar 2004 10:06:45 -0600
Reply-To: [email protected]


        Hi Miguel,

On Thu, 2004-03-25 at 08:48, Michal Idziorek wrote:
> Ok,Thank you
> 
> And i suppose "Visual Sudio .NET 2003" will be of course fine too. , right?

If you use a current CVS and not 1.2, yes.

> Coz maybe i can buy a student-version of this. 

Many universities have very good deals on MS software, maybe you can get
it for free. Alternatively you can get a 30 day evaluation license of
the Intel compiler for free, too. Some people have survived for a long
time on those, by using different email addresses to ask for a new
license. ;)

Hope it helps

        Dirk




--__--__--

Message: 6
Subject: Re: [Opensg-users] cubemap doesn't working
From: Dirk Reiners <[EMAIL PROTECTED]>
To: users <[email protected]>
Date: Thu, 25 Mar 2004 11:14:16 -0600
Reply-To: [email protected]


        Hi Enrico,

On Thu, 2004-03-25 at 09:42, Enrico Borrione wrote:
> here you go:
> 
> DEBUG: Window 0x81825b0: GL Extensions: GL_ARB_depth_texture
> GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample
...
> GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos

ok, so you have FP and VP, that's not he problem.

> i've cut a lot of every-frame-is-the-same info.
> 
> does it actually means anything? 

Yeah, but most of it just for debugging. :)

> 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??

Not sure. How do you generate the texture coordinates for the cubemap?
Cubemaps need 3D texcoords to work right, or use texgen. Take a look at
testCubeReflectionRender.cpp in Source/System/State. Can you try if that
works?

Hope it helps

        Dirk





--__--__--

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