No problem.
Whenever you create your texture, just set the subloadcallback:

///my texture subload callback
class MySubloadCallback : public osg::Texture2D::SubloadCallback
{
public:
   void load(const Texture2D& texture,State& state) const;
   void subload(const Texture2D& texture,State& state)const;
}

...
///create the texture
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D();
...
///create the subloadcallback
osg::ref_ptr<MySubloadCallback> subloadCbk = new MySubloadCallback();
...
///Set the subload callback
texture->setSubloadCallback(subloadCbk.get());
...

On 10/19/07, Sewell, Kenneth R Civ USAF AFRL/RYZW
<[EMAIL PROTECTED]> wrote:
>
>
>
>
> Gerrick,
>
> If you can tolerate a few more questions…
>
>
>
> Your UpdateTextureCallback class derives from
> osg::Texture*D::SubloadCallback, is that correct?
>
> What does your call to setSubloadCallback() look like?  Thanks.
>
>
>
> Ken.
>
>
>
>
> Right. I'm not sure when the subload callback is actually triggered but you
> need a valid context so my first guess would be during the cull traversal
> (anyone can correct me on this as I am just guessing). We derive our own
> subloadCallback class that has a pointer to the texture
>  data (that's the _tm->dataField reference below). Not sure how others are
> doing it. To subload we have algorithms that trigger updating
>  the pointer to the texture data.
>  biv
>
>
>
>
> On 10/19/07, Sewell, Kenneth R Civ USAF AFRL/RYZW <
> [EMAIL PROTECTED]> wrote:
>
>
>
> Thanks for the response.  If you don't mind could you answer a couple more
> questions?
>
> What triggers the callbacks?  How/where is the new data to be subloaded
> associated with the callback function?
>
>
>
> Thanks.
>
>
>
>
> Hi Ken,
>  Basically you just need to setup a TextureSubloadCallback for your specific
> type of texture(1D,2D,3D).
>  This allows you to override the load and subload methods that you would
> encounter in gl. Then set the
>  subloadcallback to your texture using:
>
>  Texture*D::setSubloadCallback(SubloadCallback* sb);
>
>
>  Overrides are something like the following:
>  load:
> ////////////////////////////////////////////////////////////////////////////////////
>  void UpdateTextureCallback::load(const osg::Texture3D&
> texture,osg::State& state )const
>  {
>
> texture.getExtensions(state.getContextID(),false)->glTexImage3D(GL_TEXTURE_3D,
> 0,
>                                            GL_RGBA,
>                                            _textureWidth,
>                                            _textureHeight,
>                                            _textureDepth,
>                                            0, GL_RGBA,
>
> GL_UNSIGNED_BYTE,
>                                            (unsigned
> char*)_tm->dataField);
>
>  }
>  and subload :
> //////////////////////////////////////////////////////////////////////////////////////////////
>  void UpdateTextureCallback::subload(const osg::Texture3D&
> texture,osg::State& state) const
>  {
>  
> texture.getExtensions(state.getContextID(),false)->glTexSubImage3D(GL_TEXTURE_3D,
>                       0,
>                       0,0,0,
>                       _textureWidth,
>                       _textureHeight,
>                       _textureDepth,
>                       GL_RGBA,
>                       GL_UNSIGNED_BYTE,
>                       (unsigned char*)_tm->dataField);
>
>  }
>
>  You'll have to adjust this for your texture type (this is ours for 3D
> textures) but this should give you a general idea.
>  biv
>
>
> On 10/19/07, Sewell, Kenneth R Civ USAF AFRL/RYZW
> <[EMAIL PROTECTED]> wrote:
>
>
>  Is there a good example of texture subloading in OSG?  I have a large
>  image and just want to replace small tiles of the texture.  Can anyone
>  give me a few starting pointers?
>
>
>  Ken.
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