use introduced getBufferData to determine _target->apply requirements.
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@ -19,8 +19,9 @@ void BindImageTexture::apply(osg::State&state) const
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{
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{
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if(_target.valid())
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if(_target.valid())
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{
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{
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osg::Texture::TextureObject *to = _target->getTextureObject( state.getContextID() );
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Texture::TextureObject *to = _target->getTextureObject( state.getContextID() );
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if( !to )
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GLBufferObject *globj = _target->getBufferData()->getBufferObject()->getGLBufferObject( state.getContextID() );
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if( !globj || globj->isDirty() )
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{
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{
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// _target never been applied yet
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// _target never been applied yet
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_target->apply(state);
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_target->apply(state);
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