HI Johny, The OSG isn't a mechanism that automatically subloads a portion of an osg::Image.
However, there osg::Texture2D has a osg::Textuew2D::SubcloadCallback that you can subclass from and impement the load and subload methods. This gives you full control over creation of the texture object, initial loading the image data and subloading when required. Robert. On 27 February 2017 at 19:46, Johny Canes <psij...@gmail.com> wrote: > Hi, > > I've been exploring my options, and have not found a decent solution. > > In the osg prerender example, there's an image that's attached to a camera. > It is attached to a texture with texture->setImage(0, image);, and the camera > has a post-draw callback that inverts the colors on the image. > > The image holds the pixels of the scene. > > When we render the texture, the texture may see that it has a dirty image > attachment. > > The problem is that I don't want to dirty the whole image, which is 2048x2048. > > Cheers, > Johny > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70356#70356 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org