Hi Fabien, On Tue, Dec 8, 2009 at 3:54 PM, Fabien Lavignotte <[email protected]> wrote: > It works now with my example on windows. > But i have a problem with my application, i am currently playing with > Texture2D::SubloadCallback to optimize my image data transfer, and also avoid > double buffering when using a drawing thread. > There is a small bug with your change and SubloadCallback, the texture object > is destroy at each call of Texture2D::apply because the modified count is > never updated when using SubloadCallback. > I have made a small fix to avoid that, see attachement.
I have had to tweak your fix by adding an if (_image.valid()) to protected the getModified() call as the subload callback can be called on textures that have no image assigned. With this addition I've merged your change and checked it into svn trunk. There is now the issue of the other Texture* classes, as these will all have the same issues, so we'll need to roll these changes out to them as well. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

