Hi Chris
Yes Robert sorted a solution for this in the end, I think in subloadcallback
there is now an extra function
textureObjectValid
You need to override this then always return true. That should sort your
issue.
Let me know how it works out
Tom
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Am 01.07.11 19:03, schrieb Chris 'Xenon' Hanson:
> Did anyone ever find a solution to this, or is there some guidelines for
> how to get
> subload to work properly on 2.9.x and 3.x?
I am using a TetureSubloadCallback on osg 2.9.x and osg 3.0.x sucessfully.
I ran into problems if I did somethin
On 7/1/2011 11:03 AM, Chris 'Xenon' Hanson wrote:
On 8/20/2010 7:21 AM, Thomas Hogarth wrote:
Hi All
I've been using texture2d subload callbacks for quite a while now to stream
video images
into power of 2 textures. I also have a Texture Rectangle version which runs
fine on 80%
of machines I u
On 8/20/2010 7:21 AM, Thomas Hogarth wrote:
> Hi All
> I've been using texture2d subload callbacks for quite a while now to stream
> video images
> into power of 2 textures. I also have a Texture Rectangle version which runs
> fine on 80%
> of machines I use so it's not often I run the Texture2D
06.10.2010 21:36, Thomas Hogarth wrote:
> What's happening is that I create a texture that is a power of two size up
> but modify with a smaller image. So then the above line detects
> the modify and says that our textureObject does not match the dimensions of
> the image and releases the texture
Hi Robert, All
Bit more info on this bug, well not so much a bug more be bending the OSG in
funny ways :)
So in the function Texture2D::apply right near the top we have
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
i
On 22/09/10 12:50 , Thomas Hogarth wrote:
> I've got round to needing the subloading of non power of two images (npot)
> into a power of
> two texture for my home project (AR on IPhone). So I've had time to whip up
> an example
> demonstrating the problem I explained I was having at work with osg
Hi Thomas,
Then load is called when no texture object is available so that the GL
texture object has to be created when downloading the image data,
while subload is called when there is a texture object available but
the image data has a changed, where texture subloading should be used.
Texture s
Hi All
I've been using texture2d subload callbacks for quite a while now to stream
video images into power of 2 textures. I also have a Texture Rectangle
version which runs fine on 80% of machines I use so it's not often I run the
Texture2D version.
Any how, yesterday a client was complaining tha
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