Hey,

I am currently developing an Android-App with Qt3D and try to use an own OpenGL texture with the GL_TEXTURE_EXTERNAL_OES target as material.

Unfortunately, I haven't found a way to use an own texture, because everything seems to be abstracted away, to also support DirectX.


The texture data is supplied from a system service, which is why I need the GL_TEXTURE_EXTERNAL_OES-target.

In the shader using the texture, I would then also need to set:

#extension GL_OES_EGL_image_external : require


Is a use-case like this intended in any way, or is it currently simply not possible to do this?


Thanks!

Markus Ebner

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