Hi all!
In my OSG application I need to continuously update small parts of 2D
texture. So I use osg::Texture2D::SubloadCallback:
class MyCallback :
public osg::Texture2D::SubloadCallback
{
/* initialize texture */
void load(const Texture2D texture,State state) const
{
01.04.2011 11:41, Yurii Monakov wrote:
And everything works fine until the cleanup stage. In the code above
I've allocated a Pixel Buffer Object. Where should I place it's
deletion function (something like ext-glDeleteBuffers(1,m_pbo))? Or
I should generate/delete it on every subload call with
Hi Mikhail,
Thank you for your answer. So I should inherit from osg::BufferObject
class and implement compileObject() method?
Yurii
2011/4/1 Mikhail I. Izmestev izmmish...@gmail.com:
01.04.2011 11:41, Yurii Monakov wrote:
And everything works fine until the cleanup stage. In the code above
On 04/01/11 12:02, Yurii Monakov wrote:
Hi Mikhail,
Thank you for your answer. So I should inherit from osg::BufferObject
class and implement compileObject() method?
I think in your case you can try to use osg::PixelDataBufferObject as it is.
Mikhail.
Thank you!
Yurii.
2011/4/1 Mikhail I. Izmestev izmmish...@gmail.com:
On 04/01/11 12:02, Yurii Monakov wrote:
Hi Mikhail,
Thank you for your answer. So I should inherit from osg::BufferObject
class and implement compileObject() method?
I think in your case you can try to use
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