Hi Dirk,

thanks for not having let me down, I was getting a bit desperate. But your last
mail gave me the solution. It's so stupid, you're gonna be deceived... It's
just that I was creating a way too big 3D image, as I didn't understand the
fact that you don't have to provide a power-of-two-sized square image (well
here, it's a cube image...), but just a power-of-two-sized image. I didn't
realized that 512*512*512 makes a 134 MB image that, I presume, OpenSG tries to
load into the graphic card. For the most recent graphic cards, maybe that's ok
but apparently not for mine. Anyway that was such a loss of space. Now with
512*64*32, it makes a 1 MB image that the graphic card loads perfectly well.
And it works, I can display the content of this texture with a sampler3D in my
shader, at last!
You can be relieved, it's not a bug in OpenSG. Now, I hope you won't see me too
soon in this mailing list ;)

Thanks again!

Jo



Selon Dirk Reiners <[EMAIL PROTECTED]>:

>
>  Hi Jonathan,
>
> On Thu, 2005-03-31 at 17:26 -0500, Jonathan Bard wrote:
> > Hi,
> > thanks for your answer.
> > I tried your chain, and the same error occurs (I checked with gdb). But
> bugle
> > manages to write something in the log :
>
> Not very useful, though. :(
>
> > That's it for the bugle problem. I just discovered bugle so I'm not an
> expert. I
> > asked its author about the compilation problem I had but he hasn't answered
> > yet. Can you help me with that?
>
> No clue what the problem is, I've only used bugle as a simple user.
>
> > Now, for my 3D texture, it's a very big file because its size is
> 512*512*512
> > (300*24*42 actually, but it has to be power of 2).
>
> Actually, it doesn't have to be the same power of two in all directions,
> so 512x32x64 should also work.
>
> > I managed to see this (very)
> > raw file with the example you told me, and it looks alright, so I don't
> think
> > it's the source of my problem.
>
> No, I don't really think so, either.
>
> Next try: can you try to load the image into the testSlices.cpp example
> (which uses the simple slicer), and change it so it uses your
> material/shader? I'm trying to come to a point where you can send me
> some example code so that I can reproduce the problem...
>
>  Dirk
>
> --
> -- Dirk Reiners               OpenSG Forum             [EMAIL PROTECTED]
> -- The OpenSG Open Source Scenegraph:            http://www.opensg.org
> -- Announcements:   http://lists.sf.net/lists/listinfo/opensg-announce
>
>
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