Hi,

On Saturday, July 21, 2012 11:56:39 Harald Johnsen wrote:
> gluScaleImage does the usual job of blurring the texture to compute the
> mipmaps. The advantage of pre computed mipmaps (inside .dds or not) is
> that we can use better algorithms
> (http://en.wikipedia.org/wiki/Bicubic_interpolation or
> http://en.wikipedia.org/wiki/Lanczos_resampling) to generate them.
> Perhaps gluScaleImage could be upgraded with some more algorithms ; the
> original code was trying to be fast but this is perhaps useless nowadays
> if the code runs in a separate thread.

Ok, I see. I did not look into the nvidia tool too close.

If somebody wants to use something better then the proposed function, that's 
great. Also Fred has some nearest neighbour mipmapping code somewhere in 
simgear. Whenever somebody provides a good mipmapper, we should probably also 
use that everywhere we need this.
I wanted to give a sketch of how this could be implemented without a huge 
effort programming wise.

Well, for the computation time. I expect that we can observe this on startup. 
May be not too much, but this could be at least measurable.
For really loading something new during the simulation, I think running this 
in a loader thread makes most of the runtime discussions about on cpu 
mipmapping cost mostly obsolete.

What about solution 6 with (uncompressed premipmapped dds).gz?
On linux this should work as long as you have zlib installed which could be 
regarded as a system library there.
Can we rely on zlib being compield into our osg distributions on win32? We do 
need zlib in any case, it's mostly about teaching osg that it finds our zlib on 
configure and build the gz plugin.

Greetings

Mathias

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