Re: pfLoadTex vs pfDirtCheck

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Juan Saenz-Diez (jrsdm++at++hotmail.com)
Wed, 07 Jul 1999 14:23:26 PDT


Hi Erik,

If you define your texture with pfTexImage, the pointer to the data must be
pfmalloc'ed from the shared arena. Only thus it can be downloaded later in
the DRAW proc. Texture loads can only be done from the DRAW process, but
maybe the pfLoadTex call itself can be included in the pfDispList from the
CULL process and have it executed from the DRAW (somebody?)

Regards,
Yuri.

>From: Erik Brisson <ebrisson++at++tonka.bu.edu>
>To: info-performer++at++sgi.com
>Subject: pfLoadTex vs pfDirtCheck
>Date: Wed, 7 Jul 1999 16:28:16 -0400 (EDT)
>
>Hi,
>
>I am trying to create images on the fly and load them as textures,
>basically repeating the following in my app process:
>
> pfTexImage(tex, im, nc, sx, sy, sz);
> pfLoadTex(tex);
>
>This works when using a single process but not when using multiple
>processes.
>In the latter case I get a pfDirtCheck error:
>
>PF Fatal/SysErr: _pfDirtCheck: pfRealloc of 0 bytes returned
>NULL.
>
>Does pfLoadTex have to be called in a particular process (rather than the
>app
>process)? Or is there some object which I need to be explicitly allocating
>from shared memory which is not obvious (to me)?
>
>Thanks for your suggestions (or code which does what I am trying to do, as
>opposed to using pfTexLists, etc.)
>
>Erik
>
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