Hi Mikhail,

Here is my current texture initialization code:

osg::ref_ptr < osg::Image > physTextureImage = new osg::Image ();
physTextureImage->allocateImage ( 2048, 2048, 0, 
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE );

osg::ref_ptr < osg::Texture2D > physTexture = new osg::Texture2D ( );
physTexture->setImage ( physTextureImage );
physTexture->setInternalFormat ( GL_COMPRESSED_RGBA_S3TC_DXT5_EXT );
physTexture->setInternalFormatMode ( osg::Texture::USE_S3TC_DXT5_COMPRESSION );

I have tried several ways of initializing it, without image object, with a 
memory buffer created by me... etc...

I came across the subload callback reading in a forum post a while back but i 
wasn't able to understand when it is called, as so, i couldn't figure out how 
to control it.

Thank you.

Best Regards,
Luciano

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