Dirk Reiners wrote:
	Hi Allan,

yeah, it's been a while, but there was a lot of stuff to look at...

On Wed, 2005-05-18 at 09:58 +0200, Allan Rasmusson wrote:
  
Hello again.
Over the weekend I looked further into the problem. The bottleneck 
happens to be the actual rebuilding of the textures which makes the 
problem way more complicated.

The scenario has now become the following:

When changing a shader it must be possible to get information about the 
format the texture has been registered in. If the shader supports this 
format no rebuilding is required. If not, the rebuilding will only occur 
if desidered, i.e. it should be possible to disallow rebuilding of 
textures.
    

That's fixed. Changing between shaders is instantaneous now, if the
needed textures are available. It's not checked in because it's a lot of
new code that I don't want to commit before 1.6, but it will be soon.

I remember you had a problem with rendering single slices, but we can't
reproduce that here. Can you give us a simple test program that
reproduces the problem?

Thanks

	Dirk




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Hi.
    Sorry for replying a bit late. I just wanted to run the test program on the latest cvs.
What I've done is change the test program testSimpleVolumeNodeRender.cpp so it on the RGBA input generates a texture of size res*res*1:

change line 89:        imageP->set(Image::OSG_RGBA_PF,res,res,1);
 change line 92:         for(Int16 z = 0; z < 1; ++z)        

compile and run
./testSimpleVolumeNodeRender RGBA

Result:
FATAL: BrickSet::buildBricks3D - brickSize too small: 64,64,1
Segmentation fault

/Allan

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