Hi All I've been using texture2d subload callbacks for quite a while now to stream video images into power of 2 textures. I also have a Texture Rectangle version which runs fine on 80% of machines I use so it's not often I run the Texture2D version.
Any how, yesterday a client was complaining that her screen had gone black and upon investigation I found that suddenly my osg::Texture2D::SubloadCallback was calling load nearly every frame then calling subload only occasionally. This has also caused my memory use to go crazy (ouput looks a bit like the below) LOAD TEX SUB LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX LOAD TEX SUB LOAD TEX LOAD TEX I know it's something I must have changed but was wondering if anyone could point me to specifically what makes load get called instead of subload. Cheers Tom PS If only you could see the result on screen, it seems to be using images captured from the cam a good ten mins ago and spitting them back out at me. It's like a time portal PPS Side note about IPhone port. I finally started learning CMake last night, which so far seems pretty straight forward. I'll let you know how I get on.
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

