texture object bug?

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Dave Ahn (ahn@vec.wfubmc.edu)
Wed, 10 Nov 1999 20:59:53 -0500


Hello,

I may have uncovered another bug in Volumizer 1.1 + 3696 patch.

I am changing the voxel data in each brick in a brick set collection. All
other brick properties are the same; only the voxel values are altered.

The pseudo code is:
[for each brick]
        memcpy(brick->getDataPtr(), dsk_data, data_size)
        voAppearanceActions::dataConvert(brick, brick->getDataPtr(),
                 dsk_format);
        voAppearanceActions::dataScaleRange(brick, lo_value, hi_value);
        brick->setDirtyFlag(VO_TRUE);

The code works just fine when the brick collection is unoptimized, as shown:
        http://www.vec.wfubmc.edu/volumizer_bug/vo_unopt.gif

which proves that the voxel copy and dataConvert() are working properly.

However, if the volume had been optimized beforehand using
voAppearanceActions::volumeOptimize(), then the result has a repeated brick:
        http://www.vec.wfubmc.edu/volumizer_bug/vo_opt.gif

I am calling volumeOptimize() only once after the initial creation and
voxel load of the brick set collection, and I am not calling volumeUnoptimize()
followed by another volumeOptimize() after changing the voxel data. I
shouldn't have to, since I'm marking the brick as dirty.

Is my code incorrect, or is this a bug with texture object updates in
optimized brick set collections?

My platforms are Max Impact/TRAM and Octane MXE, both running IRIX 6.5.5m.

On a related note, is it legal to optimize, unoptimize, optimize the same
brick set collection without deleting it? I'm concerned about memory leaks,
and the documentation is not clear on this.

Thanks in advance,
Dave

-- 
Dave Ahn <ahn@vec.wfubmc.edu>        |  "When you were born, you cried and the
                                     |  world rejoiced.  Try to live your life
Virtual Endoscopy Center             |  so that when you die, you will rejoice
Wake Forest Univ. School of Medicine |  and the world will cry."  -1/2 jj^2

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