[osg-users] osgCal2 releaseGLObjects question

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Laurent Di Cesare

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Mar 10, 2009, 1:49:28 PM3/10/09
to OpenSceneGraph Users
Hello,

I wonder if there's still support for osgCal2.
I'm currently running into a problem where I believe that osgCal may not
be doing something right:

void
HardwareMesh::releaseGLObjects(osg::State* state) const
{
osg::Geometry::releaseGLObjects( state );
mesh->displayLists->releaseDisplayLists( state );
}

The mesh looks like it's a shared object, and releasing its display
lists kind of messes with the other instances of the same model.
I haven't been able to update my subversion directory from the svn
server, so does anyone know if it's still maintained?

And I know about osgAnimation as an alternative, but I don't think I
have the time to migrate right now: I'd have to test everything again
and I suppose I'd also have to export all animations into osgAnimation
format instead of cal3d.

Laurent.
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Vladimir Shabanov

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Mar 16, 2009, 8:03:35 AM3/16/09
to OpenSceneGraph Users
2009/3/10 Laurent Di Cesare <laurent....@masagroup.net>:

> Hello,
>
> I wonder if there's still support for osgCal2.

Not much support since I don't use osgCal for some time. I don't read
osg-users currently (only sometimes search for osgCal questions). If
you have some questions it's better to CC me for faster answer.

> I'm currently running into a problem where I believe that osgCal may not be
> doing something right:
>
> void
> HardwareMesh::releaseGLObjects(osg::State* state) const
> {
>   osg::Geometry::releaseGLObjects( state );
>   mesh->displayLists->releaseDisplayLists( state );
> }

I didn't find such code in current version, maybe you need to run `svn update`.

> The mesh looks like it's a shared object, and releasing its display lists
> kind of messes with the other instances of the same model.

Mesh display lists would be recreated, but I didn't tested osgCal
behaviour in case of viewer restarts.

> I haven't been able to update my subversion directory from the svn server,
> so does anyone know if it's still maintained?

svn repository works, maybe it was temporal sourceforge.net problem.

Laurent Di Cesare

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Mar 16, 2009, 8:58:07 AM3/16/09
to OpenSceneGraph Users
Vladimir Shabanov a écrit :

> 2009/3/10 Laurent Di Cesare <laurent....@masagroup.net>:
>
>> Hello,
>>
>> I wonder if there's still support for osgCal2.
>>
>
> Not much support since I don't use osgCal for some time. I don't read
> osg-users currently (only sometimes search for osgCal questions). If
> you have some questions it's better to CC me for faster answer.
>
>
>> I'm currently running into a problem where I believe that osgCal may not be
>> doing something right:
>>
>> void
>> HardwareMesh::releaseGLObjects(osg::State* state) const
>> {
>> osg::Geometry::releaseGLObjects( state );
>> mesh->displayLists->releaseDisplayLists( state );
>> }
>>
>
> I didn't find such code in current version, maybe you need to run `svn update`.
>
>
Yes, in fact it's a patch we applied ourselves, sorry...

>> The mesh looks like it's a shared object, and releasing its display lists
>> kind of messes with the other instances of the same model.
>>
>
> Mesh display lists would be recreated, but I didn't tested osgCal
> behaviour in case of viewer restarts.
>
The underlying problem is documented here:
http://sourceforge.net/tracker/index.php?func=detail&aid=1871805&group_id=79240&atid=555954
If I destroy an animated mesh and create a new one, I get black pixels
instead of my character's texture. This doesn't happen if another
character with the same mesh exists, so there is a problem with the
sharing of a model. If it is reused, the displaylists may not be cleaned
properly but I'm not sure what exactly goes wrong. I think cleaning the
displaylists of the mesh if the mesh is not shared by anyone else should
work, but the destructors get called too late for some reason.
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