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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34138#34138 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

