Hi Sukender,
So what you are after is a proxy Image class :-)
One possible tweak would be to enable th OSG to carry osg::Image which
have their FileName field set, but have their data set to null so they
contain no data. This is the easy part as you can do this right now -
the next bit is
Hi Robert, Sukender,
The issue of proxy image is something that the osg::Texture's
UnrefImageAfterApply could do with as it currently discards the whole
osg::Image, so later on when you try to save the model there is no
Image to provide the FileName to use to write to file you want to
write
Hi Robert, hi all,
Glad to see there's a half-solution. But I must admit I got more questions than
before!
I guess UnrefImageAfterApply won't be called if I don't even display the scene,
so how will writers behave? If they try to read image data, that won't work of
course.
But will they
Hi J-S,
On Thu, Nov 26, 2009 at 2:09 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
An additional benefit would be when doing runtime creation/destruction of
contexts. Right now, if you do that, you need to turn off
unrefImageAfterApply, or else in the new contexts the textures
Hi Sukender,
I feel that just adding an flag into osg::Image or a callback to do
the loading, would be better than requiring a whole new osg::Image
subclass. This way osg::ImageStream would also benefit from the
capability.
The real question is how do to wire it all up? Do we just rely on
user
Hi Robert, JS and all,
Ok. So, I suggest:
- Image::get/setProxyLoadCallback (but isn't it the same as subloadcallbacks??)
- An option for readers to not load textures but define a callback instead
- Calls to if (!data proxy) (*proxy)(); when accessing pixel data
- Image::onApplied(), as
Hi Robert, hi all,
I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I
often have to write things like:
ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define MY_CUSTOM_CODE)
#ifdef MY_CUSTOM_CODE
...
#endif
- Can I submit such code (without the #define of
Hi -- I've generally found there is no need to put custom code in core
OSG, as I can usually get by with callbacks and derived classes. Can you
explain why those don't work for you?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Hi Sukender,
On Wed, Nov 25, 2009 at 2:26 PM, Sukender suky0...@free.fr wrote:
I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I
often have to write things like:
ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define
MY_CUSTOM_CODE)
#ifdef
Hi Robert and Paul,
Oh, I'm sorry I shouldn't have written core OSG: it's maybe more in osg
plugins I guess...
I have to load huge models. By huge I mean a few thouthands triangles but GB of
textures. Of course loading such a model simply leads to a std::bad_alloc. This
is why I posted
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