Hi Juan,

Thanks for the details.  How do you actually create the graphics
context (the window) and how do you integrate the OSG with this?

The GL objects I was referring to in my earlier email are texture
objects, display lists and vertex buffer objects, OpenGL state like
modes and lighting don't have any GL objects associated with them so
this won't directly be at issue.  There is chance if you are reusing
an osg::State object between contexts that the lazy state updating
that it provides might get out of sync, but I doubt this.

I think the key to the issue will be in your Qt windowing/OSG
integration.  I suspect that the GL objects associated with outgoing
context aren't clean up correctly.  osgViewer's built in windowing
support automatically does all the appropriate cleanup, but if you are
doing your own windowing/OSG integration there is good chance that you
aren't doing all the required cleanup.

Robert.

2011/3/9 "Juan S. Valverde García" <[email protected]>:
> Hi Robert, thank you so much for your quick response.
> You're right about the little information. Sorry, I didn't mean to write a
> superlong email. Here we go:
> We use OSG 2.9.8 under windows and mingw compiler under Qt creator IDE.
> I load different IVE files that come from 3DS and move them after we do some
> mechanical calculations. Offline, we simulate a mechanical system and
> afterwards, with the positions, orientations etc of the solids animate de
> scene. This last thing is done obviously with the help of OSG.
> The only GL objects that I use, to my understanding, are GL_NORMALIZE
> because we scale the ives, so this assures that the normals remain unitary,
> GL_LIGHTING ON, GL_LIGHT0,GL_LIGHT1, GL_MULTISAMPLE_ARB on the loaded ives
> to soften pixelation on the edges.
> Sorry for this but I don't understand what you mean by: "about creating your
> context and destroying them "
> I guess you mean how do I create the scene?
> I do the typical:
>
> osg::ref_ptr<osg::Group> scene = NULL;
>
> scene = createScene( numPlantas, distPlantas, ancho, fondo,
> alto,distUltimaPlanta,distMotorTecho,r_roz_drch_inf,AzR,r_polea_drch,AxP,
> arrowlist );
>
> and
>
> scene = NULL; just before the return to free the whole scene. I use
> extensively osg::ref_ptr to be sure that OSG handdles my pointers when
> destroyed.
> The structure of the scene is a group with hanging nodes. A root. Hanging
> from the root we have the osgShadow::ShadowedScene and the rest of the stuff
> is hanging from this last one, the shadowed, even the two light sources.
> Actually the lightsource hangs from a postion transform that hangs from the
> shadowedscene.
> What else. I have osg::ref_ptr<osgShadow::ShadowMap> sm = new
> osgShadow::ShadowMap; to which I assign a light:
> sm->setLight(lightSource[0]->getLight());
>
> I don't find any other relevant info in my code related to GL.
>
> Should I upload some code for you guys to see?
> Thanks again
> Regards
> Juan
>
>
>
> El 09/03/2011 13:58, Robert Osfield escribió:
>
> Hi Juan,
>
> The issue that bites users creating multiple successive graphics
> windows is that GL objects handles that the scene graph holds aren't
> cleared properly when a new context is created.  You don't say
> anything how you've gone about creating your context and destroying
> them, and the relationship with what you do with the scne graph, or
> even the OSG version that you use.  All we know is that you Qt and OSG
> in some way, and have a problem.
>
> Given I know so little about your specific setup I can do no more than
> general guess like the above.   Could you provide a bit more of the
> above info.
>
> Robert.
>
> 2011/3/9 "Juan S. Valverde García" <[email protected]>:
>
> Hi all,
> I'm building a scene with different parts coming from 3DS files
> transformed to IVE (self lighting off). I manage and build my scene,
> motion etc, from osg code. I coded lighting and shadows using
> osg::shadowmap. (used softshadow map too). I use GL_Lighting with two
> lights, GL_Light0 and 1.
> I call the viewer from another application based on Qt but not embedded
> or any complicated way, just open a viewer. Fist time it opens it works
> just fine. The problem comes when I close the viewer and run it again.
>  From the second time and on, third, fourth etc, my scene seems to be
> blurred, too much light.
> I attach two captures, the second blurred.
> Thanks a lot for any help. I'm quite desperate now. I'm not an expert on
> visualization and this problem seems to me like a black box.
> Regards
> Juan
>
>
>
>
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