Dominik Rau wrote: > Hi Marcus. > > Am 14.08.2008 um 09:37 schrieb Marcus Lindblom: > >> AFAIK, the various GrabForegrounds only grab the color buffer, >> although >> you might try to add an Image with a depth-component pixel format. > > > AFAICS, OSG::Image seems to know nothing about GL_DEPTH_COMPONENT as > a pixel format.
True, but you can sometimes hack it by settings the pixelformat field yourself. (As long as you only call opensg functions that feeds this value directly to OpenGL). >> I'd really like an 'update' call on a texturechunk, that downloads >> texture data to the chunk's images. > > > I tried to add something like this to TextureChunk - and failed (so > far). Everytime I try to add glGetTexImage after a call to > glBindTexture and setting all the texture parameters in the > TextureChunk I get a GL_INVALID_OPERATION, which doesn't really make > sense to me as this should be only generated if glGetTexImage is > called between glBegin/glEnd (at least that's what the man page says). > Has anybody some hints for me on how to implement this properly? This > is definitely a feature that might be useful for others, too... You might need to activate the window, so that a GL context is active. (I think OSG::Window disables the context at end-of-frame, unless you're using a PassiveWindow...) Ideally, you'd create something like a Foreground that has a list of texturechunks to update. Then you'll be sure that things happen at the right time with the right "settings". Cheers, /Marcus ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
