From Fabien Lavignotte, "i have a problem with my application, i am currently playing with Texture2D::SubloadCallback to optimize my image data transfer, and also avoid double buffering when using a drawing thread.
There is a small bug with your change and SubloadCallback, the texture object is destroy at each call of Texture2D::apply because the modified count is never updated when using SubloadCallback. I have made a small fix to avoid that, see attachement." From Robert Osfield, added an if (_image.valid()) before the getModified() that Fabien added to avoid problems when no _image is assigned but an subload callback is.
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@@ -210,6 +210,8 @@ void Texture2D::apply(State& state) const
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// perhaps it is the first glBind which is not required...
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//glBindTexture( GL_TEXTURE_2D, handle );
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// update the modified tag to show that it is upto date.
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if (_image.vaid()) getModifiedCount(contextID) = _image->getModifiedCount();
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}
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else if (_image.valid() && _image->data())
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{
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