Hi Steven, yes, you can wrap your GL texture handle with osg::Textire2D object. Here is some snippet that might help:
<snip> GLuint handle = ...; osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D; osg::ref_ptr<osg::Texture::TextureObject> textureObject = new osg::Texture::TextureObject(texture.get(),handle,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()); On Mon, Mar 16, 2015 at 6:30 PM, Steven Powers <stevenapow...@gmail.com> wrote: > HI! > > Currently I have this texture getting generated by a plugin that I'm using: > > glGenTextures(1, &textureHandle); > glBindTexture(GL_TEXTURE_2D, textureHandle); > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); > glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, N, M, 0, GL_RGB, > GL_FLOAT, NULL); > > Is there an easy way to create an osg::Texture2D to use the same texture > handle? So far it looks like textures generate their own handles. I can't > do away with the OpenGL code. > > Thank you! > > Cheers, > Steven > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=63113#63113 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick
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