Hi,
osg::Image can be created with already allocated memory.
snippet, modify as needed:
OSGImages_.push_back(new osg::Image());
OSGImages_[i]-setImage(ImageFormat_.getWidth(),
ImageFormat_.getHeight(),
1, 1, GL_LUMINANCE,
What would be the best way to download an osg texture into a region of
memory mapped host memory (i.e. at a fixed memory location)? I can bind
an osg::Image to a texture for the download, but as far as I know I can
not force an Image object to use a specific region of memory; it does
its own
Hi,
Ferdi Smit wrote:
Ok, thanks. I think that will work for now. There is an additional
problem that the location to write to changes each frame. I think I can
solve this by just binding a different image to the texture in the scene
graph (set to a different mem location) in an update
Ok, thanks. I think that will work for now. There is an additional
problem that the location to write to changes each frame. I think I can
solve this by just binding a different image to the texture in the scene
graph (set to a different mem location) in an update callback, prior to
rendering,
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