From: Dimi (christop++at++fhw.gr)
Date: 02/10/2003 08:04:05
Hi,
I have developed a performer class which allows painting on the
textures of various objects using various brushes.
I use for that the pfTexture::subload method of the texture that is
painted on to subload the brush data into the texture memory .
The actual subload takes place inside the preDraw callback of the class.
At some point I would like to give the ability to reset the whole
objects so that the original textures are restored.
To accomplish this I use the pfTexture::load method inside the preDraw
callback to reset all textures.
Although this works fine on my O2 or Octane, when I try to run it in a 4
sided CAVE the reset does not work.
On reset the textures get not reloaded for all sides of the CAVE. Since
I use CaveLib I konow that each side of the CAVE cerresponds to a
channel.
Its often the case that the left channel displays the original txtures
but the others do not.
Although when I navigate around so that I can see the models, which were
displayed on the other channels, on the left channel they look correct.
I assume that the pfTexture::load message is not executed on all
channels.
I noticed that when I execute the code inside the preDraw function
which resets the textures using pfTexture::load, 2 times
at two consecutive frames (instead of 1 time) the textures get reseted
correctly.
Is there anything I can do to get correct texture reloading on all
channels?
Thanks in advance
Dimi
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