Hi,
I have the following simple program (modified texture rectangle
sample). I'm reading a set of large (1920x1080) bitmaps from disk and
swapping each callback loop. My problem is that the bmps need to be in
BGRA instead of RGBA format. Can I change the TextureRectangle in OSG to
compensate
Hi Mike,
You can set the internal texture format via :
texture-setInternalFormat(internalformat);
In you case setInternalFormat(GL_BGRA) might just do the trick.
As for the most efficient way to do what you are doing you'll want to
attach an osg::PixelBufferObject to a single osg::Image, and
2 matches
Mail list logo