[info-performer] Texture Subload on multiple pfChannels

New Message Reply Date view Thread view Subject view Author view

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


New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2b29 : Mon Feb 10 2003 - 08:06:24 PST

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.