Hello to All, I'm having a very specific issue using OpenSceneGraph. While using a texture shader I developped, I need to attach a texture to my object. But my texture need to be changed at each frame. However, I noticed that my texture is not updated in the next viewer.update() if my computer is very fast. If I slow down my computer it is correctly synchronized.
In other word, I'm looking for a way to way for a texture object to be propagated in the gpu buffer before rendering the frame. As I'm using OpenSceneGraph for simulation purpose even 1 frame offset is not acceptable for me. Basically the code can be summed up this way: Code: osg::Image IMAGE; IMAGE->setImage(..., imageData, osg::Image::AllocationMode::NO_DELETE); osg::StateSet *mystate = new osg::StateSet(); osg::Texture2D *texture = new osg::Texture2D(); texture->setImage(IMAGE); (...) for(int i=0;i<!viewer->done();++i) { IMAGE->setImage(..., ImageData[i], osg::Image::AllocationMode::NO_DELETE); viewer->frame(ctime); } In this example when rendering the scene OSG sometimes uses the ImageData of index i-1 instead of index i If anyone can help me I would be very happy. Regards. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42294#42294 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org