Did anything ever come from this. Gerrit, I know you said you were looking into it a bit.
I would like to get something into OpenSG to allow this type of delayed material usage, but there are still a couple of big open issues. 1 - Is this even possible in OpenGL? I have found no references that describe the possibility of starting a texture load and then coming back to it later. 2 - If it is possible, what is the best way to add to OpenSG? (geometry delayed until material is "ready", empty geometry, custom render action, other?) 3 - Outline of a solution that could work. The idea here is that I could help out on implementation, but first I really need to know how it could be done and what parts would need to be done by someone much better then me. (ie. what does GV, CN, or DR have to do and what can mere mortals accomplish?) -Allen On Tue, Nov 4, 2008 at 3:40 PM, Carsten Neumann <[email protected]> wrote: > Hi Dirk, Allen, > > Dirk Reiners wrote: >> Allen Bierbaum wrote: >>> On Mon, Nov 3, 2008 at 10:34 PM, Gerrit Voss >>> <[email protected]>wrote: >>> The second. My thought was don't render the geometry until we think the >>> material is ready to go. For my case, I would be fine with just the time >>> based method for now and then come back with the "real" method. I just >>> don't know how to make the geometry delay rendering until later frames. >>> >> Taking the risk of looking dense: what about setting the travmask of the >> node to ignore and waiting for the wait before turning it on? Just have >> a sorted list of pending nodes and whenever their time is up turn them on. > > but that excludes the geometry completely from being visited by the > RenderAction and therefore also prevents validation of the involved > GLObjects - which is what triggers the upload ultimately, of course. > > The easiest way I can see to do that manually is using > Window::validateGLObject(), with the GLId of the TextureObjChunk and a > manually created DrawEnv. That last part is probably a bit tricky to set > up by hand - offhand I would not know how to do it, but perhaps looking > at code in RenderAction/RenderPartition that does it is enough to get it > going ? > > regards, > Carsten > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Opensg-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/opensg-users > ------------------------------------------------------------------------------ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
