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

