Hi,

On Fri, 2009-05-22 at 14:56 +0200, Marcus Lindblom wrote:
> 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.
> 

for 2.x : Source/System/State/Auxiliary/OSGTextureObjRefChunk

kind regards,
  gerrit



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