I have need for some custom code to run after the
Texture2D::applyTexImage2D_subload function is called. (I am reading back
the image from OpenGL, which might have been compressed by the graphics
card, and saving it to disk.) So I have been using a subloadCallback to put
the custom code in place. This works, but I don't require any custom code
for the Texture2D::applyTexImage2D_load function. But since the
subloadCallback requires me to implement both the load and the subload I
must do both. But I can't replicate the code in Texture2D::apply in my
subloadCallback because there are lots of mutable members in Texture2D and
getting them from the subloadCallback doesn't make them mutable for me, so
I get lots of errors of losing constness and qualifiers if I try this path.

So I am wondering how best to proceed from here. Should I derive a class
from Texture2D so I can intercept calls to apply(), then call the base
class version and do my custom processing from there, or can we add a hook
to call a custom callback after the Texture2D::applyTexImage2D_load and/or
the Texture2D::applyTexImage2D_subload functions?

Or is there a better way to read the texture back from the graphics card
that is independent of the Texture2D::apply function? Of course this will
need to be done in the draw thread.

Any help will be appreciated..

Eric
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