> Hm, interesting. That's weird. I just tried it with a regular
> SkyBackground and the normal cluster tutorials, and it's working fine.
> What's your cluster configuration? Do you do anything special? Can you
> try it with a normal SkyBackground, to make sure it's really in your
> code and not a more central problem?

hi dirk,
i assume that the normal skybackground works, for it displays all the
six textures. The only problem is that it isn't collecting their texture
coordinates. (my client collects them and rotates the textures
appropriately).
Using as example other tutorials i changed my code this way:

beginEditCP (MySky, MySkyBackground::TopTextureFieldMask);
      MySky->getTopTexCoord().push_back(Vec2f(0,0));
      MySky->getTopTexCoord().push_back(Vec2f(1,0));
      MySky->getTopTexCoord().push_back(Vec2f(1,1));
      MySky->getTopTexCoord().push_back(Vec2f(0,1));
endEditCP (MySky, MySkyBackground::TopTextureFieldMask);

where MySky is an object issued form the MySkyBackground class. in the
MySkyBackgroungBase.h i have the definitions of the various bit masks,
including the texture coordinates:

static const OSG::BitVector BackTextureFieldMask;
static const OSG::BitVector BottomTextureFieldMask;
static const OSG::BitVector FrontTextureFieldMask;
static const OSG::BitVector LeftTextureFieldMask;
static const OSG::BitVector RightTextureFieldMask;
static const OSG::BitVector TopTextureFieldMask;

So i think it *should* send those info to the server nodes. All the
other stuff is sent, as my scene is diplayed on the server windows, so i
assume the communication thing works just fine.
What changes should i apply to my code? i am still puzzled...

thx enrico.

Il gio, 2005-01-13 alle 17:52, Dirk Reiners ha scritto:
>       Hi Enrico,
> 
> On Thu, 2005-01-13 at 04:00, Enrico Borrione wrote:
> > *blush in ashame*
> > 
> > afraid of admit that yes, it was just a matter of mis-placed
> > beginedit... Experience 4 the future...
> 
> don't worry, happens to all of us. ;)
> 
> > anyway i have a less obvious question for you:
> > during the develop of the un-clustered version of my app,
> > i extended the skyBackground class to get the texture coordinates 
> > of the six faces. It was quite handy because it let me play
> > with the images of the skybox and of the cubemap without having to 
> > actually rotate the images themselves.
> > Now if i use the extended code in my client-server app, the client
> > window displays the MyskyBackground correctly, while the servers
> > renders it with the six faces oriented as default (and consequently
> > not matching). How can i pass my extended skybox stuff from client 
> > to server? 
> 
> Hm, interesting. That's weird. I just tried it with a regular
> SkyBackground and the normal cluster tutorials, and it's working fine.
> What's your cluster configuration? Do you do anything special? Can you
> try it with a normal SkyBackground, to make sure it's really in your
> code and not a more central problem?
> 
> > a second question, non client-server related (and sorry for the off
> > topic): i noticed that when using the skybox stuff, even if the six
> > images are correct and correctly rotated, between the six faces appear
> > the line of the cube's edges. While it isn't a critical problem, it is
> > visually bad to see... is it a known topic? Maybe i have made some
> > errors building the scene????? (perhaps engaging some debug stuff).
> 
> That's probably a filtering issue. What do you use for the wrapS and
> wrapT of your textures? Try GL_CLAMP or GL_CLAMP_TO_EDGE, that should
> take care of it.
> 
> Hope it helps
> 
>       Dirk
> 
> 
> 
> 
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