Hi Robert,
After I sent the message, I realized I had inadvertently omitted the 'A' in 
RGBA.  Once I put that in, I started seeing the image.  Once I got that 
working I realized I wasn't twiddling the bits correctly. The G_UNSIGNED_BYTE 
was the easy fix.  I probably would have never realized it was an option if 
you hadn't suggested it.

I spent a lot of time looking at the implementation of osg:Image trying to 
figure out how to get this working.  One thing that never became clear is 
what actually uses the data stored in the osg::Image instance.  I looked at 
some of the code in the osgProducer namespace.  It calls to mind well-known 
literature of the 19th century logician, Charles Lutwidge Dodgson. "Curiouser 
and curiouser!".  It's like trying to assign responsibility in Washington.

Are there any scene-graph diagrams depicting the runtime structure of a simple 
representative OSG-based program?  What about a description of the execution 
cycle which explains the order of evaluation for update and rendering 
operations?

On Tuesday 31 October 2006 13:20, Robert Osfield wrote:
> Hi Steven,
>
> Try just using a standard data type rather than
> GL_UNSIGNED_SHORT_4_4_4_4, i.e. GL_UNSIGNED_BYTE, and you'll need to
> make sure the pixelformat is RGBA if you are going to set 4 values.
>
> Robert.
>
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to