[ros-users] Fwd: Dynamic Texture Loading in RVIZ, Dynamic Textures using OGRE

Osiloke Emoekpere osiloke_e at skuuled.com
Sat Apr 3 02:36:04 UTC 2010


---------- Forwarded message ----------
From: Osiloke Emoekpere <osiloke_e at skuuled.com>
Date: Fri, Apr 2, 2010 at 6:03 PM
Subject: Re: [ros-users] Dynamic Texture Loading in RVIZ, Dynamic Textures
using OGRE
To: ros-users at code.ros.org



On Fri, Apr 2, 2010 at 5:50 PM, Josh Faust <jfaust at willowgarage.com> wrote:

> On Fri, Apr 2, 2010 at 2:35 PM, Osiloke Emoekpere <osiloke_e at skuuled.com>wrote:
>
>> Hi,
>> *@josh ->* thanks for your reply and sorry for the caps
>> Sorry if i appeared to come out strong, i was only trying to highlight the
>> part i wanted
>> to focus on (did not know i was offending anyone).  The caps thing was of
>> no relevance to the
>> tone of "my voice".
>>
>
> No worries, all caps is usually frowned upon on mailing lists/forums/etc.,
> now you know.
>
>
>>
>> i really like the operating system and i'm in the process of loving it.
>>
>>
> Glad to hear it :)
>
>
>>
>>
>
>> like so
>> in shape_marker.cpp
>> The dummy image is created when shape_marker is created in the constructor
>>
>>  std::stringstream ss;
>> ss << "SHAPETEX-h" << name;
>> texName = ss.str();
>>  empty_image_.load("no_image.png",
>> Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
>> * **// Create the texture*
>> *     ** **texture_ = Ogre::TextureManager::getSingleton().createManual(*
>> * **texName, // name*
>> * **Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,*
>> * **Ogre::TEX_TYPE_2D,      // type*
>> * **256, 256,         // width & height*
>> * **0,                // number of mipmaps*
>> * **empty_image_.getFormat(),     // pixel format*
>> * **Ogre::TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);      // usage; should be
>> TU_DYNAMIC_WRITE_ONLY_DISCARDABLE for*
>>
>> In order to load the image into the texture and then apply it to the
>> shapes material,
>> i do the following
>>
>> PLEASE NOTE:
>> I also tried the blitfromemory to copy the image data to the texture
>> (resulted in some garbled results and later caused a seg error)
>>
>>
>> void ShapeMarker::setTexture(const Ogre::Image &img)
>> {
>>         //I first deleted the existing texture if there was any
>> if (!texture_.isNull())
>>   {
>>
>> Ogre::TextureManager::getSingleton().remove((Ogre::ResourcePtr&)texture_);
>>   texture_.setNull();
>>  }
>> texture_ = Ogre::TextureManager::getSingleton().loadImage(texName,
>> Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,img);
>>        //Then loaded the texture like so
>>        //texture_(new Ogre::Texture());
>> textured_=true;
>>          /// Testing. Apply Texture to Shape, i may be wrong here
>> Ogre::TexturePtr text_or(tex); //i thought copying it makes a difference
>>  Ogre::MaterialPtr material_ = *shape_->getMaterial();//get material of
>> already existing shape*
>> material_->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
>>
>> material_->getTechnique(0)->getPass(0)->createTextureUnitState(text_or->getName());
>> ROS_INFO("Texture Applied %s", text_or->getName().c_str());
>> }
>>
>> So these where the steps i took to try and create my system
>> Any input and criticisms would be highly appreciated.
>>
>
>  I don't see anything blatantly wrong after a quick look through the
>>> code.  Does the "no image" texture also not show up, or just the dynamic
>>> one?
>>>
>>
>
* It shows the first image it receives, but subsequent tries to change the
> image using the
> same route to create continuous updates of the texture fails
>
> It just does not update, instead it segs faults sometimes. I don't know
> where i'm crossing memory locations*
>

> If the "no image" texture also doesn't show up, the mesh you're using for
>> the plane (are you just using a really flat box?) probably doesn't have
>> texture coordinates on it -- you'd have to add them in a 3d modeling program
>> or generate coordinates after it's loaded.
>>
>
> For the plane, i am using an ogre 2d plane which i created as mesh on the
> *ogre_tools::initialization*
>

>

Josh
>
>
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>
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