Hi Johny,
Hi,Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint over an existing surface. The code below works on another project of mine, but I haven't got it working in my OSG app yet... What it does, it gives you an BGRA buffer for you to paint your existing surface with. Code: void nr::as::Zurface::Paint(unsigned char* src_buffer, int src_row_span, const Awesomium::Rect& src_rect, const Awesomium::Rect& dest_rect) { auto cid = gGc->getState()->getContextID(); texture->getTextureObject( cid )->bind(); unsigned char* a = &src_buffer[0]; glTexSubImage2D(GL_TEXTURE_2D, 0, dest_rect.x, dest_rect.y, dest_rect.width, dest_rect.height, GL_BGRA_EXT, GL_UNSIGNED_BYTE, a); glBindTexture( GL_TEXTURE_2D, 0 ); // unbind? } Awesomium has its own threads and this one is an arbitrary callback. Should I mutex?
If you don't want to block either threads, you can copy the buffer data and apply it in an callback of the scenegraph. You'll need a mutex anyways to protect you update-buffer;-)
Cheers Sebastian
Thank you! Cheers, Johny ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70367#70367 _______________________________________________ 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

