Hi Eric,

It's a long time since I looked at the subload callback.  Having the load
and subload methods available in osg::Texture2D seems like a sensible
option.

However, it might be that you don't need the callback at all.  Have you
looked at the osg::Image::Image::readImageFromCurrentTexture(..) method?

Robert.


On 6 March 2015 at 19:50, Eric Sokolowsky <[email protected]> wrote:

> 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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