Vincenzo Marafioti wrote: > Carsten Neumann ha scritto: >> Keep the texture on the gfx card, without ever downloading it to main >> memory. You can access the texture represented by a TextureChunk from >> OpenGL if you know the id it has in the current GL context (see above). > > The textures I am using (attached to the FBO) are all created by > glGenTexture in the OpenGL part and of course I want to maintain them to > the video memory. This is the reason I would like to find a method to > pass the texture id from OpenGL to OpenSG and then to pass them back in > a safety way. > Right now /it seems that everything is working/ just activating texture > and bind correct FBO in OpenGL then I call glDrawBuffer; In OpenSG I > just pass the texture unit. I attached a small diagram. > > The question is: how can i make it more reliable and safe?
I'd implement a new StateChunk that's called ExternalTextureObjChunk, then use that. It'd work similar to TextureObjChunk but not create texture, just have a field that's the texture-id. Then it would do no more than check that it is valid in the context (glIsTexture()) and activate/deactivate it. Cheers, /Marcus ------------------------------------------------------------------------------ Register Now for Creativity and Technology (CaT), June 3rd, NYC. CaT is a gathering of tech-side developers & brand creativity professionals. Meet the minds behind Google Creative Lab, Visual Complexity, Processing, & iPhoneDevCamp asthey present alongside digital heavyweights like Barbarian Group, R/GA, & Big Spaceship. http://www.creativitycat.com _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
