Hi Johny, On 2 March 2017 at 10:57, Johny Canes <psij...@gmail.com> wrote: > On the upside, I've been studying the workings of OSG and looking at the > source code really helps. However, my glTexSubImage2D continues to have zero > effect on its code. I'm doing this via a operator StateAttribute callback on > the texture, binding it, then trying to write pixels. I've also discovered > the scoped lock mutex, which is really cool. > > However, the gl operation still doesn't do anything. > > When I look at how Texture2D.cpp does it, it uses > `glPixelStorei(GL_UNPACK_ROW_LENGTH, x);` and the like, but I've no idea how > to use these...
I'm afraid there isn't too much we can do to help at this point as there are too many elements specific to the code you are integrating to know what is precisely going on. It's really a task that requires the code in front of you and to be able to step through what is happening to be able to debug it. If you are planning on open sourcing your integration code then perhaps others in the community will be able to help out as then they'd be able to run the code first hand and may be able to see what is going on. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org