More info on the Texture2D callback issue.

The version I have that works actually links to osg 2.6.1 or 2.8.2. So seems
the bug has crept in with 2.9.8 and I'm assuming is caused by the texture
pool. I think I read somewhere you can disable it so I'll give it a try.

Tom

On 23 August 2010 18:51, Thomas Hogarth <[email protected]>wrote:

> Hi Robert
>
> "With the latest OSG in svn/trunk and the 2.9.x series there is support
> for texture object pool that is able to reuse texture objects which
> shouldn't effect things, other than enable better reuse and hence more
> subloads instead of loads."
>
> Had a bit of a dig into this and have not found a solution yet. I first put
> everything back into a single thread to eliminate any threading issues, but
> no help.
>
> Also worth noting is that I'm using osg 2.9.8 and do have an old version of
> my project using 2.9.8 that works with Texture2D (I'll double check that as
> it may have just run the texrect mode)
>
> I've attached an osg notify output log (using my html log system which
> colour codes output, anyone interested?). It clearly shows that every time I
> call osg::Image::setImage a new Texture object is allocated (the message 
> 'setImage
> from VideoSystem' indicates me calling setImage).
>
> This only happens when using the texture2d mode with the subload callback,
> textureRectangles behave as expected. I'm gonna dig into the TextureObject
> code and also see if I can whip up a simple example (perhaps with procedural
> image gen to eliminate capture lib dependencies). Other then that I'm a
> little stuck and was wondering is anybody could see anything in the log that
> I've missed.
>
> Thanks for any help
> Tom
>
> PS
> More IPhone developments. I now have my own project working with CMake so
> understand what needs to be done and the right questions to ask. I've found
> a good example of creating IPhone projects with CMake so will try having a
> stab at it this week sometime.
>
>>
>>
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