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

