Hi Sukender,

If you are manage OpenGL objects outwith the OSG then it would
probably be best to write your own custom osg::Texture subclass that
does the appropriate OpenGL code for handling your objects.

Robert.

On 3 August 2012 11:38, Sukender <suky0...@free.fr> wrote:
> Hi all,
>
> Do you know a way of creating an osg::Texture2D witch will have a given 
> OpenGL ID? My goal is to "overwrite" an existing (external) texture. And of 
> course the only thing that I know is the ID (and a few parameters). I tried 
> the following code:
>
>   osg::ref_ptr<osg::Texture2D> tex( new osg::Texture2D(image.get()) );
>   osg::Texture::TextureProfile profile(GL_TEXTURE_2D, numMips, 
> internalFormat, width, height, 1, 0);
>   osg::ref_ptr<osg::Texture::TextureObject> to(new 
> osg::Texture::TextureObject(tex.get(), textureId, profile));
>   to->setAllocated(true);
>   tex->setTextureObject(contextId, to.get());
>
>   osg::ref_ptr<osg::State> state( new osg::State );
>   state->setContextID(contextId);
>   tex->apply(*state);
>
>
> Unfortunately this doesn't seem to work. Moreover, I have another issue with 
> this code: I must delete the osg::Texture2D object WITHOUT deleting the 
> corresponding OpenGL texture...
> Any idea?
>
> Thanks.
>
> Cheers,
>
> Sukender
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