Hi Robert,

Do you mean the DrawCallback in the Camera class, which contains
virtual void operator () (osg::RenderInfo& renderInfo) ? And here I can use the 
RenderInfo right?

As I know, the following code can get a contextID:
camera->getGraphicsContext()->getState()->getContextID();
Is this contextID same as the upper one?

And, 

Thank you!

Qingjie.


robertosfield wrote:
> Hi Qingjie,
> 
> 
> The RenderInfo is managed by the my the rendering back end, it's passed to 
> all draw callbacks and Drawables.
> 
> 
> Robert
> 
> 
> On 9 September 2015 at 04:29, Qingjie Zhang < ()> wrote:
> 
> > Hi Robert,
> > I'm knowing that the RenderInfo->getContextID() can give me the contextID 
> > to use in the getTextureObject(uint contextID), but where can I get the 
> > RenderInfo? I searched the source code of Texture but did not find that..
> > Many thanks.
> > 
> > Qingjie
> > 
> > 
> > robertosfield wrote:
> > 
> > > Hi Qingjie,
> > > 
> > > 
> > > The osgTexture::TextureObject* osg::Texture::getTextureObject(uint 
> > > contextID)  method can be used to get the OSG's wrapper for the OpenGL 
> > > texture object.  The TextureObject::id() method returns the OpenGL 
> > > texture object id.
> > > 
> > > 
> > > Robert.
> > > 
> > > 
> > > On 8 September 2015 at 15:20, Qingjie Zhang < ()> wrote:
> > > 
> > > 
> > > > Hi,
> > > > I generated a texture2d with osg, to use the texture in CUDA, I have to 
> > > > get the corresponding "opengl texture" handle(GLuint), and then access 
> > > > to the texture by the handle in CUDA.
> > > > Now I don't know how to get the handle.
> > > > Many thanks for your reply!!!
> > > > ...
> > > > 
> > > > Thank you!
> > > > 
> > > > Cheers,
> > > > Qingjie
> > > > 
> > > > ------------------
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=65061#65061 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=65061#65061) 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=65061#65061 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=65061#65061))
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
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