I'm trying to use a float32 image for a texture in a plugin I have written. All goes well with the setup (the plugin exits without error) but upon rendering I get a seg fault. I initially wrote my code to load a BMP file for the texture to verify that there were no issues unrelated to the texture data source. Next I dumped my float32 2D array to a file and loaded it into ImageJ to verify that there were no issues with my intended texture data. I then replaced the BMP loading code with osg::Image::setImage(...) using the float32 2D array as the image data as follows:
Code: osg::Image* texImg = new osg::Image(); const float32* pRadiance = frad.mData.get(); const unsigned char* pData = reinterpret_cast<const unsigned char*>(pRadiance); unsigned char* pData1 = const_cast<unsigned char*>(pData); texImg->setImage(frad.mXWidth,frad.mYHeight,1,GL_LUMINANCE,GL_LUMINANCE,GL_FLOAT,pData1,osg::Image::NO_DELETE,1); osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); texture->setImage(texImg); Anyone see something here that would cause a seg fault? Regards, Paul ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42760#42760 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org