Hi Lucas, Have a look at the osgtext example as there is code in their, invoked by osgterrain that has a compile operation.
Robert. On Feb 18, 2008 5:14 PM, Lucas Lallement <[EMAIL PROTECTED]> wrote: > Hi, > > I would like to be able to load textures painlessly, and by that I > mean loading the image and applying the texture only when the texture > is ready. This seems to work by doing this through an operation but I > would like to avoid the application to be blocked during the > "setImage" and the wrapping. I have tried using compile contexts but > in the end the contexts are synchronized (via BarrierOperation ?). > The application osgViewer from 2.1 used to feature compile contexts > but it generates errors such as " makeCurrentIplementation() failed ( > from PixelBufferWin32 ) "; does compile contexts only work properly > with Linux? > > Any sort of help would be very much appreciated; Thank you in advance. > > Lucas. > > PS: I am using high resolution textures in my benches to actually > notice that it freezes. > PSS: I am using window 2000 with Visual Studio 2005, a GeForce7800GS > with the newest Nvidia drivers and 2 Intel Xeon processors. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org