Hi steel As we already said; it's difficult to understand what you want without code. If I understand correctly you want to update a part of a texture with the content of an image...(to implement sprites?) In this case There are: directcall to Code: Texture::applyTexImage2D_subload(State& state, GLenum target, const Image* image, GLsizei inwidth, GLsizei inheight, GLint inInternalFormat, GLint numMipmapLevels) const
or use a Textue2D::SubloadCallback But my humble opinion is it would be more efficient to work entirely with custom textures composition rtt with shaders...(it would intempestive RAM->VRAM transfer bus killer) cheers Steal 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 [/list] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70363#70363 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org