HI Mark,

Could you send the whole test example and whole changed file as
copying and pasting from emails leads to various errors.

Cheers,
Robert.

On Thu, Aug 21, 2008 at 8:00 PM, Mark Sciabica <[EMAIL PROTECTED]> wrote:
> 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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>
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