Hi All,

I'm trying to implement a kind of Sparce Virtual Texturing system.

This requires me to have a large physical texture that has to have some of it's 
segments "replaced" according to the texture necessities of the current 
on-screen objects.

I believe it to be something on the lines of glCompressedTexSubImage2D, 
although i don't seem to find an equivalent method in OSG's Image or Texture 
classes.

I have tried about "everything" i could remember, but nothing worked.

The only thing that seems to work is manualy updating the local databuffer of 
the texture but that leads me to sending a 4mb texture through the pipeline 
each frame.

Can someone please give me a hint on how to achieve this?

Thank you in advance!

Best Regards,
Luciano

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