Hi Micael,

You can use a osg::Texture2D::SubloadCallback to override the load and
subload methods.

Robert.

On 3 November 2011 04:39, Micael Levesque <[email protected]> wrote:
> Hi,
>
> I'm working on implementing VBSP lightmaps to OSG but I've come across a 
> problem, I'm not able to copy the image data the way I used to in this 
> function:
>
>
> Code:
> Vector2 insert(int id, const Vector2& size, const BSPFile::LightmapLuxel* 
> luxels)
> {
>  BSPLightmapNode* lightmapNode(lightmapNodeRoot.insert(size));
>  if(lightmapNode != NULL)
>  {
>    glBindTexture(GL_TEXTURE_2D, handle);
>    const Vector4& rect(lightmapNode->rect);
>    glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x, rect.y, rect.z - 1, rect.w - 1, 
> GL_RGBA, GL_UNSIGNED_BYTE, luxels);
>    lightmapNode->empty = false;
>    return Vector2(rect.x,rect.y);
>  }
>  else
>  {
>    return Vector2(0,0);
>  }
> }
>
>
>
> I've looked around for the OSG alternative to this method but I've not found 
> anything useful. The osg::Image::copySubImage() function seems to be the 
> right way to go but I can't find a way to have the same control over offsets 
> has glTexSubImage2D() :?
>
> Thank you!
>
> Cheers,
> Micael[/code]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=43700#43700
>
>
>
>
>
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