Hi Robert, I 100% agree. Many scaling and mipmapping functions may be useful. So I guess my poor code isn't enough. What I suggest is to get open source code (such as Mesa/SGIn as I did) and create our own GLU as you said. Only changes for most functions are to remove calls to variables in the GL context, and replace them with structures we pass (by reference) to each function. The Mesa/SGI "mipmap.c" should be a nice start (even if it'll certainly become a cpp). Do you agree?
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Robert Osfield" <[email protected]> a écrit : > Hi Sukender, > > On Tue, Dec 15, 2009 at 10:04 PM, Sukender <[email protected]> wrote: > > 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? > > I thought I replied with a thumbs up... oh well must have got lost > somewhere in transit. > > Since our last exchange on this topic I've been wondering about > pulling in all the GLU components that we use - scaling, mipmapping > and tessellation. This makes me wonder if we could implement a mini > GLU within the core OSG library. Right now with have a > include/osg/GLU which includes glu.h, but potentially it could just > declare the GLU functions we want to re-implement, then in src/osg/ > we > could have a subdirectory that contains all the source we need. > > I don't think we'd need all of GLU - just the components we actively > use. > > Thoughts? > 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
