Hi Wojtek, I'm not at my dev machine right now, but a quick check of my osg-submissions and merged mail folders doesn't underneath the original thread, not sure what happening there, thread seems to have gone pop. Could you send me the file changes again just in case I can't track it down tomorrow.
Robert. On Mon, Jun 15, 2009 at 3:55 PM, Wojciech Lewandowski<[email protected]> wrote: > Hi Robert, > > I'd like to politely remind about my last submission. I am afraid it might > have slipped among other tasks. Has it ? > > Highest Regards, > Wojtek > > > ----- Original Message ----- From: "Wojciech Lewandowski" > <[email protected]> > To: "OpenSceneGraph Submissions" <[email protected]> > Sent: Thursday, June 04, 2009 11:45 AM > Subject: Re: [osg-submissions] Question ... - DDS & Texture > > >> Robert, >> >> In case you were looking for Texture header I noticed that dumb outlook >> express added .dat extension to this file. >> >> Wojtek >> >> ----- Original Message ----- From: "Wojciech Lewandowski" >> <[email protected]> >> To: "OpenSceneGraph Submissions" >> <[email protected]> >> Sent: Thursday, June 04, 2009 11:41 AM >> Subject: Re: [osg-submissions] Question ... - DDS & Texture >> >> >>> Hi Robert, >>> >>> Here are my changes: >>> >>> - osg::Texture sets GL_MAX_TEXTURE_LEVEL if image uses fewer mipmaps than >>> number from computeNumberOfMipmaps (and it works!) >>> - DDS fix to read only available mipmaps >>> - DDS fixes to read / save 3D textures with mipmaps ( packing == 1 is >>> required) >>> - Few cosmetic DDS modifications and comments to make code cleaner (I >>> hope) >>> >>> Added _isTextureMaxLevelSupported variable to texture extensions. It >>> could be removed if OSG requires OpenGL version 1.2 by default. >>> >>> Added simple ComputeImageSizeInBytes function in DDSReaderWrites. In >>> my opinion it would be better if similar static method was defined for >>> Image. Then it could be used not only in DDS but other modules as well (I >>> noticed that Texture/Texture2D do similar computations). >>> >>> Also attached is an example test.osg model with DDS without last mipmaps >>> to >>> demonstrate the problem. When loaded into Viewer with current code and >>> moved >>> far away, so that cube occupies 4 pixels, cube becomes red due to the >>> issue >>> I described in earlier post. When you patch DDS reader writer with >>> attched >>> code but no osg::Texture yet, cube becomes blank (at least on my >>> Windows/NVidia) When you also merge osg::Texture patch cube will look >>> right >>> and mipmaps will be correct. >>> >>> Cheers, >>> Wojtek Lewandowski >>> >>> ----- Original Message ----- From: "Wojciech Lewandowski" >>> <[email protected]> >>> To: "OpenSceneGraph Submissions" >>> <[email protected]> >>> Sent: Wednesday, June 03, 2009 3:04 PM >>> Subject: Re: [osg-submissions] Question about textures >>> withincompletemipmapchain >>> >>> >>>> Ok. Understood. I will try to do in my best. You can always fix my fix >>>> ;-). >>>> >>>> Wojtek >>>> >>>> ----- Original Message ----- From: "Robert Osfield" >>>> <[email protected]> >>>> To: "OpenSceneGraph Submissions" >>>> <[email protected]> >>>> Sent: Wednesday, June 03, 2009 2:55 PM >>>> Subject: Re: [osg-submissions] Question about textures with >>>> incompletemipmapchain >>>> >>>> >>>> On Wed, Jun 3, 2009 at 1:46 PM, Wojciech Lewandowski >>>> <[email protected]> wrote: >>>>> >>>>> Ok I will try to add this. I have only one problem with selecting >>>>> proper >>>>> place to add this. Looks like the right place should be >>>>> Texture::applyTexParams but there is a catch: I need to compute number >>>>> of >>>>> levels for complete mipmap chain and compare it with actual number of >>>>> mipmaps. I am not sure if all neccessary ingredients are available in >>>>> applyTexParams. Other approach is to always set GL_TEXTURE_MAX_LEVEL >>>>> after >>>>> all existing mipmaps were uploaded but this may be non-elegant solution >>>>> becaue all TexParams are set in applyTexParams. Which option you prefer >>>>> ? >>>> >>>> I don't really have an opinion either way as I haven't looked deeply >>>> into this topic. >>>> >>>> Robert. >>>> _______________________________________________ >>>> osg-submissions mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >>>> _______________________________________________ >>>> osg-submissions mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >>> >> >> >> >> -------------------------------------------------------------------------------- >> >> >>> _______________________________________________ >>> osg-submissions mailing list >>> [email protected] >>> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >>> >> >> _______________________________________________ >> osg-submissions mailing list >> [email protected] >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
