Hi Bob, All you need to do is call dirty on the osg::Image attached to the Texture and the OSG will automatically do the subloading for you, you don't need to do anything. Performance is typically very good. With a non power of two texture take care to use a TextureRectangle of use Non Power of Two Texture support in Texture2D - to do this you'll need to disable the resize non power of two texture hint in osg::Texture.
Robert. On Nov 9, 2007 11:11 PM, Robert Balfour <[EMAIL PROTECTED]> wrote: > For an efficient implementation, what would be the method of choice in > OSG for dynamically updating multiple texture images (say 300x200) each > frame: > > 1. Update the texture2D images each frame (which I have used in the > past, but not on multiple textures). > > 2. Use a texture subload (which has been suggested to me in the past, > but I never tried it). > > 3. Use a shader (which I see implemented in osgmovie example, but have > never tried it). > > Thanks. > > Bob. > -- > Robert E. Balfour, Ph.D. > Exec. V.P. & CTO, BALFOUR Technologies LLC > 960 South Broadway, Suite 108, Hicksville NY 11801 > Phone: (516)513-0030 Fax: (516)513-0027 email: [EMAIL PROTECTED] > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org