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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