I am trying to understand how I have to use QAbstractTexture and QAbstractTextureImage to load textures from our custom format.
Our format is pretty simple and consist in a compressed file that contains an header with all necessary informations : - texture size - precise texture format (PVRTCI_4bpp_RGBA, ETC1,...) - number of mipmaps And it's naturally followed by the pixels buffer. If I understand correctly how it works the best way to manage it is to create a Texture class that will load the file and instantiate TextureImage corresponding to the number of mipmaps level I have. Am I right? -- Xavier
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