Introduced bool Texture2D::textureObjectValid(State) and bool SubloadCallback::textureObjectValid(Texture2D&,State&) method to make it tell Texture2D::apply() whether the texture object is still valid or whether it's no longed valid for the any changes to the image attached to the Texture
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@@ -87,6 +87,12 @@ class OSG_EXPORT Texture2D : public Texture
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class OSG_EXPORT SubloadCallback : public Referenced
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{
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public:
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virtual bool textureObjectValid(const Texture2D& texture, State& state) const
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{
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return texture.textureObjectValid(state);
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}
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virtual TextureObject* generateTextureObject(const Texture2D& texture, State& state) const
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{
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return osg::Texture::generateTextureObject(&texture, state.getContextID(), GL_TEXTURE_2D);
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@@ -132,6 +138,8 @@ class OSG_EXPORT Texture2D : public Texture
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* compiled, create the texture mipmap levels. */
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virtual void apply(State& state) const;
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protected :
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virtual ~Texture2D();
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@@ -139,6 +147,10 @@ class OSG_EXPORT Texture2D : public Texture
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virtual void computeInternalFormat() const;
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void allocateMipmap(State& state) const;
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/** Return true of the TextureObject assigned to the context associate with osg::State object is valid.*/
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bool textureObjectValid(State& state) const;
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friend class SubloadCallback;
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ref_ptr<Image> _image;
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