Well, the crash was indeed caused by not having a valid context. I moved the code into a DrawCallback and it worked but not how I expected. I was hoping that binding a PBO to the state would cause copyTexImage2D to read contents from the PBO. Instead, its just grabbing data from the regular frame buffer / color buffer.
It seems like what I'm trying to do shouldn't be so hard. I just need to blit a piece of an image onto a piece of a texture. Doing to by rendering to a texture seems really out of the way. Anyone know of another approach? Thanks, Trystan ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38745#38745 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

