Ulrich,
I don't have a problem implementing a subload call back. I only suggested it because I thought that if I have to implement it anyway that others could benefit.

Unfortunately I do have to worry about far more considerations than most because I am developing a Virtual Reality API that uses multi- threaded/multi-context displays. If it works for me then it should work for just about everyone.

Dan

On Oct 4, 2006, at 11:23 AM, Ulrich Hertlein wrote:

Hi Daniel,

Daniel Larimer wrote:
Internally osg::Image could maintain a union of all of the dirty rects
and then update only the part that needs it.

Looking through the OSG code I see that there is already support for a
"subload" callback.  I would rather not have to implement that and I
think that the API I suggested above would be what most people would
implement in a subload callback anyway.

Seriously what is the problem with implementing a subload callback?
It's only a few lines of code and you're guaranteed that it suits your
problem domain instead of relying/bloating the OSG core.

When pushing it into OSG core you have to deal with a number of issues
that you personally probably don't care about but that have to be
addressed at the core such as multiple contexts. E.g. a texture could be updated in one context but not the other (since it's not visible there). So you'd have to keep unified rects for each context. There are probably
more issues like that to keep in mind.

Cheers,
/ulrich
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