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@ -141,11 +141,21 @@ namespace osgMyGUI
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if (!mLockedImage.valid())
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throw std::runtime_error("Texture not locked");
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// mTexture might be in use by the draw thread, so create a new texture instead and use that.
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osg::ref_ptr<osg::Texture2D> newTexture = new osg::Texture2D;
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newTexture->setTextureSize(getWidth(), getHeight());
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newTexture->setSourceFormat(mTexture->getSourceFormat());
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newTexture->setSourceType(mTexture->getSourceType());
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newTexture->setFilter(osg::Texture::MIN_FILTER, mTexture->getFilter(osg::Texture::MIN_FILTER));
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newTexture->setFilter(osg::Texture::MAG_FILTER, mTexture->getFilter(osg::Texture::MAG_FILTER));
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newTexture->setWrap(osg::Texture::WRAP_S, mTexture->getWrap(osg::Texture::WRAP_S));
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newTexture->setWrap(osg::Texture::WRAP_T, mTexture->getWrap(osg::Texture::WRAP_T));
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newTexture->setImage(mLockedImage.get());
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// Tell the texture it can get rid of the image for static textures (since
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// they aren't expected to update much at all).
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mTexture->setImage(mLockedImage.get());
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mTexture->setUnRefImageDataAfterApply(mUsage.isValue(MyGUI::TextureUsage::Static) ? true : false);
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mTexture->dirtyTextureObject();
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newTexture->setUnRefImageDataAfterApply(mUsage.isValue(MyGUI::TextureUsage::Static) ? true : false);
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mTexture = newTexture;
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mLockedImage = nullptr;
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}
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