Hi Robert,
OK, I will investigate that route.

The main idea is that some work gets done on the GPU with another API, and
it would loose all benefit if I have to read that back through the bus to
CPU memory to just afterwards send it back to OSG to recreate a GL texture
with that. Lots of things can be made on the GPU these days...

Thank you,

Raphael

On Mon, Jul 27, 2009 at 10:26 AM, Robert Osfield
<[email protected]>wrote:

> Hi Raphael,
>
> It's technically possible, but the OSG is not designed out of the box
> to facilitate this, so you'll need to wrap up the texture ID via a
> custom subclass of osg::Texture.
>
> Personally I would avoid playing games like this as manage threading
> and multi-contexts out-with the full control of the OSG will require
> very careful management.
>
> Robert.
>
> On Sun, Jul 26, 2009 at 6:45 PM, Raphael Sebbe<[email protected]>
> wrote:
> > Hi all,
> > In my app, I would to use an OpenGL texture (with an existing GLuint id)
> as
> > a texture map to an object of an OSG scene. The texture is generated
> outside
> > of OSG, but OSG GL context and the texture GL context are the same (or
> > shared).
> > Could someone tell me if this can be achieved in OSG, and if it is, how?
> > Thank you in advance,
> > Raphael
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to