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




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