Hi Gian,

I'm afraid I'm at a loss as what could be your problem and cannot
reproduce it as I'm not using OSG 1.1.1 on win32 at the moment.

I think it might be useful to create the simplest example of the problem
using GLUT. It might then be possible for more people to test it and we
might also learn if the problem is with wx or with Sceneview init.

rgds
jp

Gian Lorenzetto wrote:
> Hi,
>  
> I've tried modifying the pixelbuffer, but still no joy.
>  
> I've since taken the cube opengl sample from the wxWidgets 2.6.3 distribution 
> and converted it to load a model and use SceneView for rendering. Compiled 
> against 1.0rc4 this works fine, with both models using display lists and 
> models not using display lists.
>  
> Compiled against 1.1.1rc1 models using display lists result in a black screen.
>  
> This is what my init looks like:
> 
> SetCurrent();
> 
> loadedModel = osgDB::readNodeFile("cow.osg");
> 
> sceneView = new osgUtil::SceneView;
> 
> sceneView->setDefaults();
> 
> sceneView->setSceneData(loadedModel);
> 
>  
> The render loop looks like:
>  
> wxPaintDC dc(this);
> 
> #ifndef __WXMOTIF__
> 
> if (!GetContext()) return;
> 
> #endif
> 
> SetCurrent();
> 
> // Init OpenGL once, but after SetCurrent
> 
> if (!m_init)
> 
> {
> 
> InitGL();
> 
> m_init = true;
> 
> start_tick = osg::Timer::instance()->tick();
> 
> }
> 
> // set up the frame stamp for current frame to record the current time and 
> frame number so that animtion code can advance correctly
> 
> osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
> 
> frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
> 
> frameStamp->setFrameNumber(frameNum++);
> 
> // pass frame stamp to the SceneView so that the update, cull and draw 
> traversals all use the same FrameStamp
> 
> sceneView->setFrameStamp(frameStamp.get());
> 
> sceneView->setViewport(0, 0, width, height);
> 
> const osg::BoundingSphere& bs = loadedModel->getBound();
> 
> osg::Matrix viewMatrix;
> 
> viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
> 
> sceneView->setViewMatrix(viewMatrix);
> 
> // do the update traversal the scene graph - such as updating animations
> 
> sceneView->update();
> 
> // do the cull traversal, collect all objects in the view frustum into a 
> sorted set of rendering bins
> 
> sceneView->cull();
> 
> // draw the rendering bins.
> 
> sceneView->draw();
> 
> SwapBuffers();
> 
> There's no other OSG code really. 
>  
> BTW Apologies for the formatting, but I'm using a web based email client and 
> I can't seem to change the weird line spacing on the pasted code.
>  
> Cheers,
> Gian
> 
> ________________________________
> 
> From: [EMAIL PROTECTED] on behalf of J.P. Delport
> Sent: Sat 19/08/2006 12:05 AM
> To: osg users
> Subject: Re: [osg-users] Producer and Win32
> 
> 
> 
> Hi,
> 
> I create my class derived from wxGLCanvas like so:
> 
> // Canvas
> int attribList[] = {WX_GL_RGBA, WX_GL_DOUBLEBUFFER,
>         WX_GL_DEPTH_SIZE, 32,
>         WX_GL_MIN_RED, 8,
>         WX_GL_MIN_GREEN, 8,
>         WX_GL_MIN_BLUE, 8,
>         WX_GL_MIN_ALPHA, 8,
>         WX_GL_AUX_BUFFERS, 1,
>         0};
> 
> m_CViewGLCanvas = new CViewGLCanvas(this,
>                         -1,
>                         wxPoint(0, 0),
>                         wxSize(512, 512),
>                         wxNO_BORDER,
>                         wxT("CViewGLCanvas"),
>                         attribList);
> 
> jp
> 
> 
> Gian Lorenzetto wrote:
>> Tried rearranging a few things but to no avail ... one thing I did notice is 
>> that the default visual for wxGLCanvas is 16bit - do you change the pixel 
>> format at all?
>>
>> I'm also down to a pretty trivial example case, with only a single window, 
>> so it's got to be something with my class derived from wxGLCanvas or my 
>> build env ...
>>
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED] on behalf of J.P. Delport
>> Sent: Fri 8/18/2006 11:20 PM
>> To: osg users
>> Subject: Re: [osg-users] Producer and Win32
>>
>> Hi,
>>
>> according to grep, that is indeed the only place I call it. I am only
>> using a single context, so I'm not sure if the usage would change for
>> multiple contexts.
>>
>> rgds
>> jp
>>
>> Gian Lorenzetto wrote:
>>> Thanks for that. So is that the only time you call SetCurrent()? I'm 
>>> calling it in my render method (called from OnIdle), as well as before my 
>>> initialisation code (which is actually not required now ...), but not in 
>>> the OnPaint handler.
>>>
>>> To be honest I never really worried too much about it as it has always 
>>> worked, but perhaps I'm misusing SetCurrent in some way.
>>>
>>> -----Original Message-----
>>> From: [EMAIL PROTECTED] on behalf of J.P. Delport
>>> Sent: Fri 8/18/2006 11:00 PM
>>> To: osg users
>>> Subject: Re: [osg-users] Producer and Win32
>>>
>>> Hi,
>>>
>>> my update/cull/draw is all inside onIdle.
>>>
>>> In onPaint there is only the following:
>>>
>>> --8<---
>>> onPaint(wxPaintEvent& e)
>>> {
>>>     wxPaintDC dc(this);
>>>
>>> #ifndef __WXMOTIF__
>>>     if (!GetContext()) return;
>>> #endif
>>>
>>>     SetCurrent();
>>>
>>> }
>>> --8<---
>>>
>>> rgds
>>> jp
>>>
>>> Gian Lorenzetto wrote:
>>>> Hey,
>>>>
>>>> Hmm ... do you actually perform the update/call/draw inside the handler or 
>>>> request a paint event and then perform the draw there? I ask because I 
>>>> don't really use the OnPaint handler for much, other than to create a 
>>>> wxPaintDC.
>>>>
>>>> I also had to make some updates due to osgGA changing and perhaps I've 
>>>> created some strange timing issue with the rendering ...
>>>>
>>
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://openscenegraph.net/mailman/listinfo/osg-users
>> http://www.openscenegraph.org/
> 
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