Hi All,
I'm in the process of upgrading 2.2 ->2.6 and came across a bug in
mipmap generation. For NPOT textures when the ResizeNonPowerOfTwoHint is
false, I'm not getting textures applied correctly.
Sample program demonstrating the bug:
#include <osg/Texture2D>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgText/Text>
int main(int, char **)
{
osg::ref_ptr<osg::Texture2D> redTexture = new osg::Texture2D;
osg::Image* image = new osg::Image;
static unsigned char bytes[12] = { 0xff, 0x00, 0x00, 0xff, 0xff,
0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0xff };
image->setImage(3, 1, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE,
&bytes[0], osg::Image::NO_DELETE, 1);
redTexture->setImage(image);
redTexture->setResizeNonPowerOfTwoHint(false);
redTexture->setFilter( osg::Texture::MIN_FILTER,
osg::Texture::LINEAR_MIPMAP_LINEAR );
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::ShapeDrawable> sphere1 = new
osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),10));
geode->addDrawable(sphere1.get());
osg::ref_ptr<osgText::Text> text = new osgText::Text();
text->setText( L"Text" );
text->setAxisAlignment(osgText::Text::XZ_PLANE);
osgViewer::Viewer viewer;
viewer.setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
viewer.setSceneData( geode.get() );
osg::StateSet* stateset = new osg::StateSet();
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateset->setTextureAttributeAndModes(0, redTexture.get(),
osg::StateAttribute::ON);
geode->setStateSet( stateset );
viewer.run();
return 0;
}
The problem appears to be that in mipmapAfterTexImage, called by
applyTexImage2D_load, getTextureObject(contextID) is returning NULL.
Moving the assignment of the TextureObject to the _textureObjectBuffer
before applyTexImage2D_load is called fixes the problem. The change to
Texture2D::apply is shown below, controlled by #define MIPMAP_FIX. Other
code (in the same function even) is assigning to _textureObjectBuffer
immediately upon generation of the TextureObject so I figure this should
be a safe change.
void Texture2D::apply(State& state) const
{
//state.setReportGLErrors(true);
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject != 0)
{
textureObject->bind();
if (getTextureParameterDirty(state.getContextID()))
applyTexParameters(GL_TEXTURE_2D,state);
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this,state);
}
else if (_image.valid() && getModifiedCount(contextID) !=
_image->getModifiedCount())
{
applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight,
_internalFormat, _numMipmapLevels);
// update the modified tag to show that it is up to date.
getModifiedCount(contextID) = _image->getModifiedCount();
}
else if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else if (_subloadCallback.valid())
{
_textureObjectBuffer[contextID] = textureObject =
generateTextureObject(contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
_subloadCallback->load(*this,state);
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the
textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
//glBindTexture( GL_TEXTURE_2D, handle );
}
else if (_image.valid() && _image->data())
{
// keep the image around at least till we go out of scope.
osg::ref_ptr<osg::Image> image = _image;
// compute the internal texture format, this set the
_internalFormat to an appropriate value.
computeInternalFormat();
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*image,_textureWidth,
_textureHeight, _numMipmapLevels);
#define MIPMAP_FIX
#if defined MIPMAP_FIX
_textureObjectBuffer[contextID] = textureObject =
generateTextureObject(
contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
#else
textureObject = generateTextureObject(
contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
#endif
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
if (textureObject->isAllocated())
{
//notify(NOTICE)<<"Reusing texture object"<<std::endl;
applyTexImage2D_subload(state,GL_TEXTURE_2D,image.get(),
_textureWidth, _textureHeight,
_internalFormat, _numMipmapLevels);
}
else
{
//notify(NOTICE)<<"Creating new texture object"<<std::endl;
applyTexImage2D_load(state,GL_TEXTURE_2D,image.get(),
_textureWidth, _textureHeight,
_numMipmapLevels);
textureObject->setAllocated(true);
}
// update the modified tag to show that it is upto date.
getModifiedCount(contextID) = image->getModifiedCount();
#if !defined MIPMAP_FIX
_textureObjectBuffer[contextID] = textureObject;
#endif
if (_unrefImageDataAfterApply &&
areAllTextureObjectsLoaded() && image->getDataVariance()==STATIC)
{
Texture2D* non_const_this = const_cast<Texture2D*>(this);
non_const_this->_image = 0;
}
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the
textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
//glBindTexture( GL_TEXTURE_2D, handle );
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) &&
(_internalFormat!=0) )
{
_textureObjectBuffer[contextID] = textureObject =
generateTextureObject(
contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
// no image present, but dimensions at set so lets create
the texture
glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else
{
glBindTexture( GL_TEXTURE_2D, 0 );
}
// if texture object is now valid and we have to allocate mipmap
levels, then
if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID])
{
generateMipmap(state);
}
}
Regards,
Mark
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