FYI, I did setUnRefImageDataAfterApply to false. The image data becomes valid, but the buffer object is NULL. One OSG example uses a textureBufferObject with BindTextureImage, which is OK. But if you use a texture, there is no buffer object.
Perhaps just a simple check for valid 'getBufferData' and then a check for 'getBufferObject'?? Or even better, if 'to' is NULL, shouldn't just the _target be applied? Whether image data is NULL or not, the texture object should be valid after _target->apply if it's setup correctly and have a valid ID to bind (with glBindImageTexture). ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72905#72905 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org