Hi, it's hard to tell what's going wrong on your end without seeing the code. Texture-subloading works on IOS in general, if you are using an osg::Image which is attached to an osg::Texture and set it's dirty-flag.
As a general note: TextureRectangle is not supported on OpenGL ES, there's an extension to use NPOT Texture2Ds on IOS, which is supported and used by osg. HTH, Stephan Am 22.04.11 22:54, schrieb Alessandro Terenzi: > I'm trying to use a SubloadCallback to update a NPOT texture in an app for > iOS. Actually the very same logic seems to work fine on a PC but on iOS it > is not working: I always get a flat-white color on the plane supposed to be > textured (I'm referring to the examples about SubloadCallbacks that can be > found in the forum and I'm using the latest tagged version of OSG 2.9.12). > > When I execute the app, I notice that the load method generates this > warning: > > *Warning: detected OpenGL error 'invalid operation' at After > Renderer::compile > * > and the subload method: > > *Warning: detected OpenGL error 'invalid operation' at after > RenderBin::draw(..)* > (repeated forever...) > > Is there something that must be done for iOS in order to successfully use > SubloadCallbacks? By the way, I also tried to override > the textureObjectValid(.) method so that it always returns true (as > suggested in another thread), this makes it to work on a PC but not yet on > iOS devices. > > Thank you for your help. > Alessandro > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

