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
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/