Hi Robert, Sorry to push this topic up, but may I invest time in preparing a cleaned code for context-free image rescale? Or may you do it from the code I have? Or is the priority of this too low for now?
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Sukender" <[email protected]> a écrit : > Hi Robert, > > I got around 6300 lines of C (80 chars long lines), representing 187 > kB. But there are huge functions that could be removed. I simply > didn't take time to remove them all (only the simplest ones). Doesn't > that sounds too much? Well, as it's C it compiles quite fast, but if > you wish this for OSG that may need a bit of claning. > Side note: it comes from mipmapping functions so there are a lot of > "halve image" functions (1D, 2D, 3D, byte, short, float...). > > Sukender > PVLE - Lightweight cross-platform game engine - > http://pvle.sourceforge.net/ > > ----- "Robert Osfield" <[email protected]> a écrit : > > > Hi Sukender, > > > > On Sat, Dec 5, 2009 at 3:12 PM, Sukender <[email protected]> wrote: > > > I experienced as some users before: I tried to rescale an image > > without a valid rendering context... And had problems to unserstand > > what the "GL_OUT_OF_MEMORY" meant! So I added a few comments for > > future users. > > > > Thanks changes now merged and submitted to svn/trunk. > > > > > BTW, do you think a context-free rescale function may be useful? > > > > Yes very usuful. A context-free and GLU free rescale function would > > be great as it'll allow not only rescaling in plugins, but also > > enable > > GLES and GL3 implementation to scale. > > > > > I personally used a modified version of Mesa/SGI OpenGL > > implementation (which is MIT-licenced and thus compatible with > OSGPL). > > The only drawback is that there is a lot of code and it looks more > > like a little library/plugin than a 'normal' method. > > > > How much code are we talking about? Could we place a single > gluScale > > style function into include/osg/Image and then have the > > implementation > > maintained in the src/osg/, here in the implementation it can safely > > cover a couple of files. This is the approach we've take for the > > tristripper functionality. > > > > 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
