Closed senxd closed 2 years ago
Also a note, I haven't spent too much time looking at how NanoVG controls textures, but I assume it looks up the texture in it's internal database or something like this. A workaround is to load the image as you usually would and then update it.
I think these functions are what you are looking for. Create the OpenGL texture pass it to nvglCreateImageFromHandle...
then use the returned value as the image for nanovg calls.
Thanks!
Is there a way to generate the opengl textures manually, and pass the textureID to nanovg? I tried doing this, but it is just the color of the paint.