Hi Frederic, If you are creating new graphics contexts and applying and old scene graph to it then you can't use the Texture::setUnRefImageDataAfterApply(true) feature of osg::Texture as this will discard the imagery once it's applied to all the graphics contexts that it knows about. By default the osgUtil::Optimizer will switch this on to save memory, so try not calling the Optimizer to see if makes a difference. It's possible that the original database also has this options set, but for most databases it'll be off, which is the default.
Robert. On Thu, Oct 8, 2009 at 8:21 PM, Drolet, Frederic <frederic.dro...@drdc-rddc.gc.ca> wrote: > Hello, > > > > I’m having trouble with textures on slave cameras added to an osgViewer. > Textures won’t appear if I add the slaves after a first call to > osgViewer::frame(). > > > > My application is composed of a rendering thread calling osgViewer::frame() > every 15 ms (for a 60 Hz framerate) and a main thread handling windows and > menus interactions (using MFC on Windows). One of those interactions is to > add and remove camera slaves on the go (adding a projection and camera > offset for multiple points of view). Here’s the steps I follow to add a > slave camera: > > > > · Pause my rendering thread calling osgViewer::frame() and wait for > it to be idle; > > · Call osgViewer::stopThreading() to make sure the last frame is > done drawing; > > · Create a child window with its own graphics context; > > · Add a slave to osgViewer using the newly created window handle > (each slave camera uses its own osg::GraphicsContext object); > > · Call osgViewer::realize() to reinitialize the viewer and start > threading again; > > · Unpause my rendring thread which starts calling osgViewer::frame() > again. > > > > I use a similar approach to destroy slaves. Everything works fine except for > the textures which are not displayed on the slave windows (but I can see the > primitives). > > > > Note that if I add slaves before the first call to osgViewer::frame(), > textures are ok. But removing and adding them again makes the textures > disappear. > > > > I tried all the threading models in osgViewer, I also tried to share the > “master” context in the osg::GraphicsContext::Traits object of every slave. > None of those solutions is working. My comprehension of OpenGL state sets is > limited so I’m probably missing something here. > > > > What am I doing wrong? Is adding slaves dynamically to an osgViewer even > possible? > > > > Thanks for your help! > > > > Frederic Drolet, M. Sc. > > Computing Solutions and Experimentations | Solutions informatiques et > expérimentations > > Systems of Systems | Systèmes de systèmes > > DRDC Valcartier | RDDC Valcartier > > 2459, boul. Pie-XI North > > Quebec, Quebec > > G3J 1X5 CANADA > > Phone | Téléphone: (418) 844-4000 ext : 4820 > > Fax | Télécopieur: (418) 844-4538 > > E-mail | Courriel: frederic.dro...@drdc-rddc.gc.ca > > Web : www.valcartier.drdc-rddc.gc.ca > > _______________________________________________ > osg-users mailing list > email@example.com > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list firstname.lastname@example.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org