Hi Community, me again on this issue. As I mentioned in my previous post, I figured out a way how to wrap a OpejnGL texture created externaly with OpenGL calls into osg::Texture. Following is the code snippet for that and it seam to be working. However when I run the app I am getting this warning. Any clue?
"TextureObjectManager::releaseTextureObject(Texture::TextureObject* to) Not implemented yet GLuint textureHandle = (GLuint)texHandle; _texture = new osg::Texture2D; osg::ref_ptr<osg::Texture::TextureObject> textureObject = new osg::Texture::TextureObject(_texture.get(),textureHandle,GL_TEXTURE_2D); textureObject->setAllocated(); _texture->setTextureObject(renderInfo.getContextID(),textureObject.get()); state.setActiveTextureUnit(_textureStage); _texture->apply( state ); // Tell state about our changes state.haveAppliedTextureAttribute(_textureStage, _texture.get()); Thanks a bunch! Nick On Sat, Oct 5, 2013 at 5:10 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Found the way, it is possible. Thanks anyway ! :-) > > Nick > > > On Sat, Oct 5, 2013 at 4:16 PM, Trajce Nikolov NICK < > trajce.nikolov.n...@gmail.com> wrote: > >> Hi Community, >> >> I ran into a topic of this mentioned in the subject. I am using 3rd party >> SDK (OpenGL) with OSG and I get a texture created by this SDK. Is there a >> way to wrap it into osg TextureObject and have it all osg-ish without >> mixing with GL calls? >> >> Thanks a bunch! >> >> Nick >> >> -- >> trajce nikolov nick >> > > > > -- > trajce nikolov nick > -- trajce nikolov nick
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