Re: [osg-users] Vertex Buffer Object (Multi Window)

2008-03-21 Thread selman duatepe
Hi Robert,

Thanks a lot for the quick response. I have solved this problem with your
help.

I do with this following call,

 Producer::RenderSurface::*shareAllGLContexts*(true);

But, this time, when I create more than one VBO,

float* cachedData =
static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

function always returns NULL and I can't map GPU buffer. But it works for
one VBO for multiple window.


On Sun, Mar 16, 2008 at 6:42 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Selman,

 This is the way that OpenGL objects work - they aren't by default
 shared between separate graphics context.  You'll either need to
 maintain separate VBO's for each context or share graphics contexts.

 There is a lot of support in the OSG for managing separate objects
 across multiple graphics contexts so is you use classes like
 osg::Geometry it'll manage this all for you.

 Robert.

 On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED]
 wrote:
  Hi everyone,
 
  I have implemented Terrain library using Geometry Clipmap algorithm. In
 my
  project, I have to display terrain two different windows. And, I have
 used
  vertex buffer object to render the terrain. When I use to second
 display,
 
  float* cachedData =
 
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));
 
  function always returns NULL and I can't map GPU buffer. But it works
 for
  one window.
 
   Anyone idea about this problem.
 
  Thanks a lot.
 
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Re: [osg-users] Vertex Buffer Object (Multi Window)

2008-03-21 Thread Robert Osfield
HI Selman,

You are using lots of non straight OpenGL and Producer calls in your
mix, it really is rather moving out of OSG realm so I'm not sure what
we can do in terms of support.

Robert.

On Fri, Mar 21, 2008 at 7:50 AM, selman duatepe [EMAIL PROTECTED] wrote:
 Hi Robert,

 Thanks a lot for the quick response. I have solved this problem with your
 help.

  I do with this following call,

  Producer::RenderSurface::shareAllGLContexts(true);

 But, this time, when I create more than one VBO,

 float* cachedData =
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

  function always returns NULL and I can't map GPU buffer. But it works for
 one VBO for multiple window.



 On Sun, Mar 16, 2008 at 6:42 PM, Robert Osfield [EMAIL PROTECTED]
 wrote:

  Hi Selman,
 
  This is the way that OpenGL objects work - they aren't by default
  shared between separate graphics context.  You'll either need to
  maintain separate VBO's for each context or share graphics contexts.
 
  There is a lot of support in the OSG for managing separate objects
  across multiple graphics contexts so is you use classes like
  osg::Geometry it'll manage this all for you.
 
  Robert.
 
 
 
 
  On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED]
 wrote:
   Hi everyone,
  
   I have implemented Terrain library using Geometry Clipmap algorithm. In
 my
   project, I have to display terrain two different windows. And, I have
 used
   vertex buffer object to render the terrain. When I use to second
 display,
  
   float* cachedData =
  
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));
  
   function always returns NULL and I can't map GPU buffer. But it works
 for
   one window.
  
Anyone idea about this problem.
  
   Thanks a lot.
  
   ___
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
 


 ___
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[osg-users] Vertex Buffer Object (Multi Window)

2008-03-16 Thread selman duatepe
Hi everyone,

I have implemented Terrain library using Geometry Clipmap algorithm. In my
project, I have to display terrain two different windows. And, I have used
vertex buffer object to render the terrain. When I use to second display,

float* cachedData =
static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

function always returns NULL and I can't map GPU buffer. But it works for
one window.

Anyone idea about this problem.

Thanks a lot.
___
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osg-users@lists.openscenegraph.org
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Re: [osg-users] Vertex Buffer Object (Multi Window)

2008-03-16 Thread Robert Osfield
Hi Selman,

This is the way that OpenGL objects work - they aren't by default
shared between separate graphics context.  You'll either need to
maintain separate VBO's for each context or share graphics contexts.

There is a lot of support in the OSG for managing separate objects
across multiple graphics contexts so is you use classes like
osg::Geometry it'll manage this all for you.

Robert.

On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED] wrote:
 Hi everyone,

 I have implemented Terrain library using Geometry Clipmap algorithm. In my
 project, I have to display terrain two different windows. And, I have used
 vertex buffer object to render the terrain. When I use to second display,

 float* cachedData =
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

 function always returns NULL and I can't map GPU buffer. But it works for
 one window.

  Anyone idea about this problem.

 Thanks a lot.

 ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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