Hi Robert,
> > Oh. Well, what I actually was loking for was the convenience
> method!
>
> You could always write it and submit it ;-)
>
> It'd only be 10 to 20 lines of code, I'd tackle it right away if I
> didn't have dozens of other TODO items on my list.
Well, same thing for me! This is why I
Hi Sukender,
On Tue, Feb 1, 2011 at 12:36 PM, Sukender wrote:
> Oh. Well, what I actually was loking for was the convenience method!
You could always write it and submit it ;-)
It'd only be 10 to 20 lines of code, I'd tackle it right away if I
didn't have dozens of other TODO items on my list.
Hi Robert,
Oh. Well, what I actually was loking for was the convenience method! And about
compression, I already created some code using the libsquish directly...
So if I add NVTT when building OSG, I'll be able to generate mipmaps (as the
convenience method would do) AND do compression?
Maybe I
Hi Sukender,
On Tue, Feb 1, 2011 at 12:06 PM, Sukender wrote:
> I indeed missed the news. Many thanks.
> However I don't understand one point: must I have NVTT to build mipmaps in my
> app (I do not use VBP, only OSG), or will the ImageProcessor default to
> another implementation if not found?
Hi Robert,
I indeed missed the news. Many thanks.
However I don't understand one point: must I have NVTT to build mipmaps in my
app (I do not use VBP, only OSG), or will the ImageProcessor default to another
implementation if not found? Or is the NVTT source code directly integrated in
OSG? (or
Hi Sukender,
On Tue, Feb 1, 2011 at 10:57 AM, Sukender wrote:
> Any news about having a mipmap generation thing directly into OSG? I cannot
> include code of VPB (LGPL) in my app (proprietary), and I do not think about
> linking to VPB just for mipmaps...
You obviously missed the news about GL
Hi Brad and Robert,
Any news about having a mipmap generation thing directly into OSG? I cannot
include code of VPB (LGPL) in my app (proprietary), and I do not think about
linking to VPB just for mipmaps...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Hi Brad and Robert,
Well thanks for the answers. I don't know if I'll wait for Robert's
implementation or use VPB. Is there a plan to move this code from VPB to OSG?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Brad Christiansen" a écrit :
> Hi,
Hi,
The latest version of VPB has all the code you need to generate mip maps for an
osg::Image / Texture. This code also allows you to select between NVTT (no
context) or the current context based approach. The code is in TextureUtils:
void compress(State& state, Texture& texture, Texture::In
Hi Frederic,
On Thu, Nov 4, 2010 at 2:00 PM, Frederic Bouvier wrote:
> If you design a new function that can compute mipmaps, would it be
> possible to choose the operation that merge the four source pixels into
> the pixel of the next level ? By providing a callback or a function
> object that d
Hi Robert,
I recently implemented a shader technique in FlightGear that needed to
compute the mipmaps levels with the min operator on the alpha channel
instead of the classical average that is usually used. For that technique,
I computed the mipmaps on the CPU.
If you design a new function tha
Hi Sukender,
On Thu, Nov 4, 2010 at 12:13 PM, Sukender wrote:
> What about the KTX/ETC format (
> http://www.khronos.org/opengles/sdk/tools/KTX/ )? Are there plans to
> integrate Khronos' format using libktx?
I'm not familiar with libktx and don't have any plans w.r.t to it.
Robert.
_
Hi Robert,
Having a Image::buildMipmaps() would be nice to me. I'd handle compressed
textures by myself. Please let me know via osg-users...
And having NVTT as an extension could be nice too.
What about the KTX/ETC format ( http://www.khronos.org/opengles/sdk/tools/KTX/
)? Are there plans to in
Hi Sukender,
My plan is to add a Image::buildMipmaps() functions that will use the
new local gluScaleImage function that no longer requires a graphics
context. However, this function won't support compressed textures as
GLU has never support texture compression, and our integration of GLU
parts i
Hi all,
I need to generate mipmaps from an osg::Image (a 2D image actually, which may
be S3TC-DXTC compressed or not), and I have no OpenGL context. I just want my
image to have mipmaps. Do you know anything that may help me?
- Something to get a context without having to realize something, or w
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