[osg-users] Equivalent of glTexSubImage2D ?
Julien Valentin
julienvalentin51 at gmail.com
Tue Feb 28 08:37:25 PST 2017
Hi steel
As we already said; it's difficult to understand what you want without code.
If I understand correctly you want to update a part of a texture with the content of an image...(to implement sprites?)
In this case There are:
directcall to
Code:
Texture::applyTexImage2D_subload(State& state, GLenum target, const Image* image, GLsizei inwidth, GLsizei inheight, GLint inInternalFormat, GLint numMipmapLevels) const
or use a Textue2D::SubloadCallback
But my humble opinion is it would be more efficient to work entirely with custom textures composition rtt with shaders...(it would intempestive RAM->VRAM transfer bus killer)
cheers
Steal wrote:
> Hi,
>
> I've been exploring my options, and have not found a decent solution.
>
> In the osg prerender example, there's an image that's attached to a camera. It is attached to a texture with texture->setImage(0, image);, and the camera has a post-draw callback that inverts the colors on the image.
>
> The image holds the pixels of the scene.
>
> When we render the texture, the texture may see that it has a dirty image attachment.
>
> The problem is that I don't want to dirty the whole image, which is 2048x2048.
>
> Cheers,
> Johny
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