[osg-users] Equivalent of glTexSubImage2D ?

Robert Osfield robert.osfield at gmail.com
Thu Mar 2 03:01:50 PST 2017

Hi Johny,

On 2 March 2017 at 10:57, Johny Canes <psijsma at gmail.com> wrote:
> On the upside, I've been studying the workings of OSG and looking at the source code really helps. However, my glTexSubImage2D continues to have zero effect on its code. I'm doing this via a operator StateAttribute callback on the texture, binding it, then trying to write pixels. I've also discovered the scoped lock mutex, which is really cool.
> However, the gl operation still doesn't do anything.
> When I look at how Texture2D.cpp does it, it uses `glPixelStorei(GL_UNPACK_ROW_LENGTH, x);` and the like, but I've no idea how to use these...

I'm afraid there isn't too much we can do to help at this point as
there are too many elements specific to the code you are integrating
to know what is precisely going on.  It's really a task that requires
the code in front of you and to be able to step through what is
happening to be able to debug it.

If you are planning on open sourcing your integration code then
perhaps others in the community will be able to help out as then
they'd be able to run the code first hand and may be able to see what
is going on.


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