Hi Robert,

I attached the modified Texture2D.cpp as well as the sample program illustrating the bug.

Regards,

Mark

Robert Osfield wrote:
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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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#include <osg/GLExtensions>
#include <osg/Texture2D>
#include <osg/ImageSequence>
#include <osg/State>
#include <osg/Notify>
#include <osg/GLU>

using namespace osg;

Texture2D::Texture2D():
            _textureWidth(0),
            _textureHeight(0),
            _numMipmapLevels(0)
{
    setUseHardwareMipMapGeneration(true);
}

Texture2D::Texture2D(Image* image):
            _textureWidth(0),
            _textureHeight(0),
            _numMipmapLevels(0)
{
    setUseHardwareMipMapGeneration(true);
    setImage(image);
}

Texture2D::Texture2D(const Texture2D& text,const CopyOp& copyop):
            Texture(text,copyop),
            _image(copyop(text._image.get())),
            _textureWidth(text._textureWidth),
            _textureHeight(text._textureHeight),
            _numMipmapLevels(text._numMipmapLevels),
            _subloadCallback(text._subloadCallback)
{
}

Texture2D::~Texture2D()
{
}

int Texture2D::compare(const StateAttribute& sa) const
{
    // check the types are equal and then create the rhs variable
    // used by the COMPARE_StateAttribute_Parameter macro's below.
    COMPARE_StateAttribute_Types(Texture2D,sa)

    if (_image!=rhs._image) // smart pointer comparison.
    {
        if (_image.valid())
        {
            if (rhs._image.valid())
            {
                int result = _image->compare(*rhs._image);
                if (result!=0) return result;
            }
            else
            {
                return 1; // valid lhs._image is greater than null. 
            }
        }
        else if (rhs._image.valid()) 
        {
            return -1; // valid rhs._image is greater than null. 
        }
    }

    if (!_image && !rhs._image)
    {
        // no image attached to either Texture2D
        // but could these textures already be downloaded?
        // check the _textureObjectBuffer to see if they have been
        // downloaded

        int result = compareTextureObjects(rhs);
        if (result!=0) return result;
    }

    int result = compareTexture(rhs);
    if (result!=0) return result;

    // compare each parameter in turn against the rhs.
#if 1    
    if (_textureWidth != 0 && rhs._textureWidth != 0)
    {
        COMPARE_StateAttribute_Parameter(_textureWidth)
    }
    if (_textureHeight != 0 && rhs._textureHeight != 0)
    {
        COMPARE_StateAttribute_Parameter(_textureHeight)
    }
#endif
    COMPARE_StateAttribute_Parameter(_subloadCallback)

    return 0; // passed all the above comparison macro's, must be equal.
}

void Texture2D::setImage(Image* image)
{
    if (_image == image) return;

    if (dynamic_cast<osg::ImageSequence*>(_image.get()))
    {
        setUpdateCallback(0);
        setDataVariance(osg::Object::STATIC);
    }

    _image = image;
    _modifiedCount.setAllElementsTo(0);
    
    if (dynamic_cast<osg::ImageSequence*>(_image.get()))
    {
        setUpdateCallback(new ImageSequence::UpdateCallback());
        setDataVariance(osg::Object::DYNAMIC);
    }
}


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);
    }
}

void Texture2D::computeInternalFormat() const
{
    if (_image.valid()) computeInternalFormatWithImage(*_image); 
    else computeInternalFormatType();
}

void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int 
height )
{
    const unsigned int contextID = state.getContextID();
    
    if (_internalFormat==0) _internalFormat=GL_RGBA;

    // get the globj for the current contextID.
    TextureObject* textureObject = getTextureObject(contextID);
    
    if (textureObject)
    {
        if (width==(int)_textureWidth && height==(int)_textureHeight)
        {
            // we have a valid texture object which is the right size
            // so lets play clever and use copyTexSubImage2D instead.
            // this allows use to reuse the texture object and avoid
            // expensive memory allocations.
            copyTexSubImage2D(state,0 ,0, x, y, width, height);
            return;
        }
        // the relevent texture object is not of the right size so
        // needs to been deleted    
        // remove previously bound textures. 
        dirtyTextureObject();
        // note, dirtyTextureObject() dirties all the texture objects for
        // this texture, is this right?  Perhaps we should dirty just the
        // one for this context.  Note sure yet will leave till later.
        // RO July 2001.
    }
    
    
    // remove any previously assigned images as these are nolonger valid.
    _image = NULL;

    // switch off mip-mapping.
    //
    _textureObjectBuffer[contextID] = textureObject = 
generateTextureObject(contextID,GL_TEXTURE_2D);

    textureObject->bind();
    
    applyTexParameters(GL_TEXTURE_2D,state);


    bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
    bool hardwareMipMapOn = false;
    if (needHardwareMipMap)
    {
        hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);
        
        if (!hardwareMipMapOn)
        {
            // have to switch off mip mapping
            notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch 
off mip mapping as hardware support not available."<<std::endl;
            _min_filter = LINEAR;
        }
    }
    
    GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, 
hardwareMipMapOn);

    glCopyTexImage2D( GL_TEXTURE_2D, 0, _internalFormat, x, y, width, height, 0 
);

    mipmapAfterTexImage(state, mipmapResult);

    _textureWidth = width;
    _textureHeight = height;
    _numMipmapLevels = 1;
    
    
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);


    // inform state that this texture is the current one bound.
    state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}

void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int 
x, int y, int width, int height )
{
    const unsigned int contextID = state.getContextID();

    if (_internalFormat==0) _internalFormat=GL_RGBA;

    // get the texture object for the current contextID.
    TextureObject* textureObject = getTextureObject(contextID);
    
    if (textureObject)
    {
        // we have a valid image
        textureObject->bind();
        
        applyTexParameters(GL_TEXTURE_2D,state);

        bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != 
NEAREST);
        bool hardwareMipMapOn = false;
        if (needHardwareMipMap)
        {
            hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);

            if (!hardwareMipMapOn)
            {
                // have to switch off mip mapping
                notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) 
switch off mip mapping as hardware support not available."<<std::endl;
                _min_filter = LINEAR;
            }
        }

        GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, 
hardwareMipMapOn);

        glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset, yoffset, x, y, width, 
height);

        mipmapAfterTexImage(state, mipmapResult);

        // inform state that this texture is the current one bound.
        state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);

    }
    else
    {
        // no texture object already exsits for this context so need to
        // create it upfront - simply call copyTexImage2D.
        copyTexImage2D(state,x,y,width,height);
    }
}

void Texture2D::allocateMipmap(State& state) const
{
    const unsigned int contextID = state.getContextID();

    // get the texture object for the current contextID.
    TextureObject* textureObject = getTextureObject(contextID);
    
    if (textureObject && _textureWidth != 0 && _textureHeight != 0)
    {
        // bind texture
        textureObject->bind();

        // compute number of mipmap levels
        int width = _textureWidth;
        int height = _textureHeight;
        int numMipmapLevels = Image::computeNumberOfMipmapLevels(width, height);

        // we do not reallocate the level 0, since it was already allocated
        width >>= 1;
        height >>= 1;
        
        for( GLsizei k = 1; k < numMipmapLevels  && (width || height); k++)
        {
            if (width == 0)
                width = 1;
            if (height == 0)
                height = 1;

            glTexImage2D( GL_TEXTURE_2D, k, _internalFormat,
                     width, height, _borderWidth,
                     _sourceFormat ? _sourceFormat : _internalFormat,
                     _sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL);

            width >>= 1;
            height >>= 1;
        }
                
        // inform state that this texture is the current one bound.
        state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);  
      
    }
}

#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;
}


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