Gerrit Voß ha scritto:
> 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
>
>   

Thanks for all the answers i think i will reimplement it all in OpenSG.
There are a lot of new issues that should be handled in a hazardous way.


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