thanks I'll get on to it as soon as possible.
 btw, the setResizeNonPowerOfTwoHint(false) solved the rescaling.

thanks,
 Guy.

----- Original Message -----
From: "Robert Osfield" <[EMAIL PROTECTED]>
To: "osg users" <osg-users@openscenegraph.net>
Sent: Thursday, June 28, 2007 9:55 AM
Subject: Re: [osg-users] Reading from texture


> Hi,
>
> OSG-2.0 does support a wider range of pixel formats so rather than
> chase ghosts it would probably be best just upgrading.  Porting to 2.0
> should not be that difficult, if you use osgProducer there is the
> library still existing as its own separate project and works fine with
> 2.0.  The core OSG has seen a number of changes, but most shouldn't
> effect backwards compatibility too much.
>
> Robert.
>
> On 6/28/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > ----- Original Message -----
> > From: "Robert Osfield" <[EMAIL PROTECTED]>
> > To: "osg users" <osg-users@openscenegraph.net>
> > Sent: Tuesday, June 26, 2007 3:28 PM
> > Subject: Re: [osg-users] Reading from texture
> >
> >
> > > On 6/26/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > > > Thanks for the advice,
> > > > After implementing it, I encountered 3 problems:
> > > > 1. There are minor differences of the data values between the two
> > > > implementations (reading from the current texture, and attaching
image)
> > > > maybe images doesn't support half float precision?
> > >
> > > There is some half float support in the 2.0 version of osg::Image, but
> > > this might not coverage your usage.
> > >
> >
> > I'm still working with OSG1.2. currently I don't have time for the
porting
> > (even that I played a little with OSG2.0 on my free time :)). anyway, I
will
> > try to compile the OSG2.0 image code with OSG1.2 and see what happens.
> >
> > > > 2. The image was rescaled to power of 2. (300x300 ---> 256x256)
while
> > > > textures sizes don't have to be power of two. (is there a way to
define
> > > > image that won't be a power of 2 and attach it to the FBO?)
> > >
> > > What makes you think the images are rescaled to a power of two when
> > > reading?  There isn't any such code.
> >
> > I don't remember the exact words but OSG prompts in the console
something
> > like "rescaling (300x300) image to (256x256)".
> >
> > > There only code for rescaling to
> > > power of two happens when applying on non power of two image to a
> > > power of two texture.
> >
> > I allocated both at the same code section using the same width and
height.
> >
> > > Note the OSG support non power of two texture
> > > where supported by OpenGL drivers, but by default this is switched off
> > > due to portability problems related to OpenGL driver saying non power
> > > of two is supported, but then implementing it in software...
> > >
> > > See osg::Texture::setResizeNonPowerOfTwoHint(bool);
> >
> > I'll look for it.
> >
> > >
> > > > 3. It run slower than binding the texture object and reading from
> > current
> > > > texture.
> > >
> > > It shouldn't run slower, if it is then there is possible some issue
> > > along the way such as pixel formats being inconsistent.
> >
> > Both are using GL_RGBA mode with GL_FLOAT as the type. The texture has
> > internal format of half float, I don't seem to remember setting the
image to
> > half float but I did what I saw in one of the examples that show how to
> > attach image to texture and having the texture automaticlly updated when
the
> > image is changed.
> > Could that be the problem? is it possible to set image "internalFormat"?
> > did you mean something else by pixel format?
> >
> > >
> > > Robert.
> >
> > thanks,
> >  Guy.
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users@openscenegraph.net
> > > http://openscenegraph.net/mailman/listinfo/osg-users
> > > http://www.openscenegraph.org/
> > >
> >
> >
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> >
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