Hi,

Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint 
over an existing surface. The code below works on another project of mine, but 
I haven't got it working in my OSG app yet...

What it does, it gives you an BGRA buffer for you to paint your existing 
surface with.


Code:
void nr::as::Zurface::Paint(unsigned char* src_buffer, int src_row_span, const 
Awesomium::Rect& src_rect, const Awesomium::Rect& dest_rect) {
        auto cid = gGc->getState()->getContextID();

        texture->getTextureObject( cid )->bind();

        unsigned char* a = &src_buffer[0];

        glTexSubImage2D(GL_TEXTURE_2D, 0, dest_rect.x, dest_rect.y, 
dest_rect.width, dest_rect.height, GL_BGRA_EXT, GL_UNSIGNED_BYTE, a);

        glBindTexture( GL_TEXTURE_2D, 0 ); // unbind?
}




Awesomium has its own threads and this one is an arbitrary callback. Should I 
mutex?

Thank you!

Cheers,
Johny

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70367#70367





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