Well it does sound like you are doing some pretty crazy things, but I don't know why they'd cause textures to disappear. Are there any other odd things that you are doing?
I had similar texture problems when using ReplicantBody models in my scenes. Are you loading any crazy file formats? Has anything else changed since you have upgraded to OSG 2.0? -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Raymond de Vries Sent: Wednesday, September 19, 2007 10:09 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 'loosing' textures? Hi Zach, > It sounds like your state sets are not being managed properly. Are you > doing any opengl state changes outside of OSG? If so, try removing them and > see what happens. > You mean that I do direct OpenGL calls, mixed with OSG, right? Nope, I am not doing that. Yes, I can imagine that that's tricky to do. Everything is single threaded, single rendering context. thnx Raymond > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Raymond de > Vries > Sent: Wednesday, September 19, 2007 9:34 AM > To: OpenSceneGraph Users > Subject: Re: [osg-users] 'loosing' textures? > > Hi, > > >> Glut is effectively only used for creating the rendering context at the >> moment. From there on I use this rendering context in the .net controls. >> Apart from that the usage is for historical reasons. I understand it >> sounds strange but the glut functionality that I use right now is very >> limited. And when I do use it, it is used as a kind of debugging window >> instead of het .net control. >> >> Rewriting the whole thing is not an option right now, and I don't need >> the full osgviewer functionality. I will try to use osg::GraphicsContext >> so that I can take a step in the right direction. >> >> > Ok, I guess this GraphicsContext is only to be used as part of the > osgviewer, so this is not an option for me right now. > > More info, maybe this rings a bell: the textures only disappear after a > few frames, when I use multiple windows (.net controls). Conceptually, I > don't have a clue what's going on, all the windows have a view on the > same scenegraph, using their own sceneview. > > thanks a lot for your time! > Raymond > > >> best regards >> Raymond >> >> >> Robert Osfield wrote: >> >> >>> Hi Raymond, >>> >>> I am perplexed why you'd want to use GLUT for any multiple window >>> work. Why not just try the native windowing support. >>> >>> Robert. >>> >>> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote: >>> >>> >>> >>>> Hi Robert, >>>> >>>> Sure, I did not provide information for the complete solution. At this >>>> moment I was hoping that someone else was triggered by this and he or >>>> she did some extensive research on this. Appearantly I did trigger ;-) >>>> >>>> I will describe my situation here in detail: >>>> >>>> * osg 2.0.0 on Windows XP SP2, 1 monitor >>>> * 1 main freeglut window = 1 rendering context. Shared contexts is >>>> enabled in freeglut since I intend to use only 1 rendering context >>>> in order to preserve resources. This window exists during the >>>> existence of the program and I hide it just after creation. I >>>> don't draw this window. >>>> * Multiple other windows, mixed glut and .net controls. In the .net >>>> control I create a so-called NativeWindow and get the current >>>> context. This way I get the context from my main window. These >>>> other windows and .net controls are created and deleted at runtime >>>> * Each 'other' window (ie not the main window) has its own sceneview >>>> * 1 scenegraph, assigned to each sceneview (setSceneData(node)) >>>> * Each 'other' window has its own camera transformation >>>> >>>> Models are then loaded from file and added to the scenegraph. The effect >>>> that I see right now is that it seems that I am using multiple rendering >>>> contexts and that the texture of some parts of the models don't get >>>> uploaded to a particular rendering context. This is not the case >>>> however, I checked the contexts being made active and they are all the >>>> same. It looks like the models are only smooth shaded. Any clue? >>>> >>>> Is it possible that I need to set a specific rendering context to a >>>> sceneview? >>>> >>>> Thanks a lot (again) >>>> Raymond >>>> >>>> >>>> >>>> >>>> Robert Osfield wrote: >>>> >>>> >>>> >>>>> Hi Raymond, >>>>> >>>>> If its not clear to you then with this small amount of information is >>>>> going to be absolutely beyond comprehension for others... >>>>> >>>>> First up what type of application/viewer code do you have? Single >>>>> window, multiple cameras? What platform? Does it just happen with >>>>> certain types of hardware? >>>>> >>>>> Does osgviewer exhibit the same problems your data? Have you tried >>>>> disabling the optimizer? >>>>> >>>>> Robert. >>>>> >>>>> On 9/19/07, Raymond de Vries <[EMAIL PROTECTED]> wrote: >>>>> >>>>> >>>>> >>>>> >>>>>> Hi everyone, >>>>>> >>>>>> Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose' >>>>>> textures on loaded models. It is not very clear to me what happens, >>>>>> > and > >>>>>> it is not easy to describe. At the moment I was wondering if someone >>>>>> > has > >>>>>> a hint or so. >>>>>> >>>>>> Thanks a lot, >>>>>> Raymond >>>>>> >>>>>> _______________________________________________ >>>>>> osg-users mailing list >>>>>> [email protected] >>>>>> >>>>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >>>>>> >>>>>> >>>>>> >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> [email protected] >>>>> >>>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >>>>> >>>>> >>>>> >>>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >>>> >>>> >>>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >>> >>> >>> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

