<div dir="ltr"><div>Calling dirty() on the image should be sufficient as the Texture2D will check the modifiedCount on each time the texture is applied. It's how we've implemented things like video textures and has been working for a long time. It "should" work.<br></div><div><br></div><div>Put a check point or debug notice into the Texture/Texture2D::apply() code to see if it's being applied correctly.<br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, 15 Apr 2020 at 12:00, OpenSceneGraph Users <<a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">I'm trying to figure out the correct way to notify Texture2D that I've modified the raw bytes of its underlying Image (previous set via setImage)<div><br></div><div>I'm modifying the image data using image->data(), and then calling image->dirty() once modifications are complete. I can see this changes the 'modificationCount' of base-class BufferData, and if I write the image out to disk, it contains the changes. So, the image is being modified correctly.</div><div><br></div><div>However, the Texture2D doesn't seem to to schedule a glTexSubImage2D (or similar ) on the next draw. What I'd be expecting is that Texture2D sees that the image modification count has changed, and uploads the new data.</div><div><br></div><div>I tried to find other similar places in the code - eg the VncPlugin just calls 'dirty' on its Image as far as I can see. </div><div><br></div><div>What else can I check to debug this?</div><div><br></div><div><br></div></div>
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