Thank you Mike and Robert,

That fixed the text issue.  Still have ReplicantBody texturing problems the
second time around, though.  I'll go under the assumption that it's a
problem in that library.  But, if you have any more ideas please let me
know.

Thanks.


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, December 06, 2006 16:37
To: osg users
Subject: Re: [osg-users] Viewer clean up on isle 4

Hi Mike,

On 12/6/06, Mike Wittman <[EMAIL PROTECTED]> wrote:
> Hi Zach,
>
> Are you setting the graphics context ID when you create your viewer?  
> I was observing similar symptoms until I explicitly did so.  I just 
> added this line after SceneView creation:
>
> sceneView->getState()->setContextID(osg::GraphicsContext::createNewCon
> sceneView->te
> xtID());

This will work around the problem but not solve it.

These two methods in SceneView are what you need to call.

        /** Release all OpenGL objects from the scene graph, such as texture
objects, display lists etc.
          * These released scene graphs placed in the respective delete
GLObjects cache, which
          * then need to be deleted in OpenGL by
SceneView::flushAllDeleteGLObjects(). */
        virtual void releaseAllGLObjects();

        /** Flush all deleted OpenGL objects, such as texture objects,
display lists etc.*/
        virtual void flushAllDeletedGLObjects();

osgProducer::Viewer should call these if one calls :

  viewer.sync();
  viewer.cleanup_frame();

Before you close down the viewers render surfaces.  The osgviewer example
does this just after the exit of the main loop.

A quick glance at the code now suggests that this is all that one should
need to, it should then be perfectly ok to re-create the graphics windows
afterwards.

Robert.
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