Hi Linoel,
If you use unRefImageDataAfterApply then the image is discarded as
soon as the image data to download to OpenGL, which helps reduce
memory consumption significantly so is great for real-time sims.
However, if you discard the image data then you can't later use to it
write out to disk. If you want to write out data you can't use this
feature.
Robert.
On Fri, Nov 7, 2008 at 8:49 AM, Lionel Lagarde [EMAIL PROTECTED] wrote:
Hi,
the texture used in your model has the unRefImageDataAfterApply flag set.
The apply occurs
in the first frame. You can turn off this flag in the Texture attribute.
Eric ZAREMBA wrote:
Hi,
I have a strange problem during .IVE saving.
As you can see in the following, I just open an .IVE file, display it and
save it.
After this tree operation, the new .IVE file has loosing his texture…
I have the problem with the file join to the email (and a lot of others…).
But I have some other .IVE files which work correctly without any problem…
I suppose that the error comes from the .IVE file structure? Can you help
me?
During my test, I had a file which was saved properly. But, if it was
included via a ProxyNode, it was embedded into the root ive and lost its
textures.
Context:
Windows XP SP3
NVidia 7600GT or ATI FireGL 5100V
OSG 2.6
Visual Studio 2005 SP1
Qt 4.3 even if it is not used in the example below.
#include osgViewer/Viewer
#include osgDB/ReadFile
#include osgDB/WriteFile
#include osgGA/TrackballManipulator
int main(int argc, char *argv[])
{
osg::ArgumentParser args( argc, argv );
osgViewer::Viewer viewer( args );
viewer.realize();
osg::ref_ptrosg::Node pNode = osgDB::readNodeFile(
Data/BufferStop.ive );
if( !pNode )
osg::notify( osg::ALWAYS ) Cannot read the file\n;
viewer.setSceneData( pNode.get() );
viewer.setCameraManipulator( new osgGA::TrackballManipulator );
// If we write the node before show it, the result is Ok.
if( !osgDB::writeNodeFile( *pNode, ../HopBefore.ive ) )
{
osg::notify( osg::ALWAYS ) Failed\n;
return 1;
}
while( !viewer.done() )
viewer.frame();
// Since we displayed the node, we loose the texture at saving.
if( !osgDB::writeNodeFile( *pNode, ../HopAfter.ive ) )
{
osg::notify( osg::ALWAYS ) Failed\n;
return 1;
}
return 0;
}
Best regards,
Eric Z.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org