Hi Frederic,
> I tried with Texture::setUnRefImageDataAfterApply(false) and it works well.
> However, as I read about this, texture memory is now duplicated (once in
> OpenGL and once in OSG). Isn't there a way to do the same thing in OpenGL by
> sharing the contexts or something like that? As
Hello,
I tried with Texture::setUnRefImageDataAfterApply(false) and it works well.
However, as I read about this, texture memory is now duplicated (once in OpenGL
and once in OSG). Isn't there a way to do the same thing in OpenGL by sharing
the contexts or something like that? As I said, I trie
Hi Frederic,
If you are creating new graphics contexts and applying and old scene
graph to it then you can't use the
Texture::setUnRefImageDataAfterApply(true) feature of osg::Texture as
this will discard the imagery once it's applied to all the graphics
contexts that it knows about. By default t
Hello,
I'm having trouble with textures on slave cameras added to an osgViewer.
Textures won't appear if I add the slaves after a first call to
osgViewer::frame().
My application is composed of a rendering thread calling osgViewer::frame()
every 15 ms (for a 60 Hz framerate) and a main t
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