Hi Terry,
On Wed, 2005-12-14 at 14:27 -0600, Terry Welsh wrote:
> In my app, when I get close enough to an object for it to switch from
> a low LOD model to a high LOD model, I see textured surfaces turning
> white for one frame. It appears as if my textures are invalid for
> that one frame, perhaps because the image data has not yet been sent
> to the graphics card. Has anyone else seen this in OpenSG, or is it
> just a problem with my app?
I found the problem, but it has nothing to do with textures...
The problem is that you have a SHLParameterChunk in your Material. For
the first frame, the parameters from that chunk are not set (because it
happens to be activated before the ShaderChunk, which menas there is no
object to set parameters on yet).
We fixed that in 2.0 by adding priorities to the chunks. For 1.x I would
recommend running win->validateAllGLObjects() as part of the application
startup. The nice side-effect is that this will also create the display
lists for the Geometries, so you avoid that hickup when switching LODs,
too.
Hope it helps
Dirk
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