Re: [osg-users] [vpb] Model Texture Compression Options

2010-03-10 Thread Colin Knowles
Hi, Thanks for the info, while I've used OSGConv to create IVE version of single models in the past I could not find a batch function. Is there a batch switch built in or can I use the directory switch like VPB uses for multiple input files ? I'm quite keen to give the DXT etc compression a go

[osg-users] [vpb] Model Texture Compression Options

2010-03-09 Thread Colin Knowles
Hi, Currently we're using 3DS models (entire city's) with TGA imagery for textures. At the initial run of the database in the viewer we build ive's of all the models and associated LOD's - I'm guessing (in absence of our developers who are on holiday) that we're using OSGConv to convert the

Re: [osg-users] [vpb] Model Texture Compression Options

2010-03-09 Thread Chris 'Xenon' Hanson
On 3/9/2010 12:47 PM, Colin Knowles wrote: Hi, Currently we're using 3DS models (entire city's) with TGA imagery for textures. At the initial run of the database in the viewer we build ive's of all the models and associated LOD's - I'm guessing (in absence of our developers who are on

Re: [osg-users] [vpb] Model Texture Compression Options

2010-03-09 Thread Jason Daly
Chris 'Xenon' Hanson wrote: There are two kind of compression you're maybe mixing up here. OSGConv can compress the texture data using the DXT/S3TC style compression method. This reduces the texture size both in memory (and on disk, when stored in a compatible way). The other is just