I definitely think your correct that DXT1 should be used for --compressed. I 
think the best might be to be able to specify dxt1a as a compression format 
from the command line. This isn't accepted at the moment but I will look into 
adding it.  I have also found a bug which mean the destination imagery only 
contains alpha values of 1 when either dxt3 or 5 is chosen. I have fixed this 
locally and will submit my change soon.

Thanks for the nvvt implementation by the way. It is great work. One less thing 
on my to-do list now : )

From: [email protected] 
[mailto:[email protected]] On Behalf Of Fabien 
Lavignotte
Sent: Monday, 11 October 2010 5:01 PM
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] [vpb] Bug fix with NVTT

I think it is a little weird to use DXT1 with --RGBA-compressed (so 1bit alpha 
as you said), and to use DXT3 with --compressed (double the size of the texture 
to handle alpha channel). Now we will see what Robert thinks about it :)

Fabien

________________________________
From: [email protected] 
[mailto:[email protected]] On Behalf Of 
Christiansen, Brad
Sent: lundi 11 octobre 2010 10:31
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] [vpb] Bug fix with NVTT
Hi,

I am not 100% sure it was an error to use DXT1 for RGBA. The code on line 260 
of TextureUtils.cpp setups up handling of RGBA textures using nvtt
;;Format_DXT1a.

>From my reading, you can use DXT1 with an alpha channel but the alpha is only 
>a 1 bit value. This might not work in many cases but I would guess that alpha 
>is used in output textures from VPB mostly for textures on the boundary of the 
>source data where only some of the texture contains data (if that makes 
>sense). That is certainly how my terrains use alpha and I would like to use 
>this option (DTX1a for my output of RGBA textures).

Another quick question: if --RGBA-compressed (OpenGL compression) is passed to 
osgdem / vpbmaster, what format will the nvtt code path use? Is this simply not 
supported? That is my reading of the source.

Cheers,
Brad

ps- I am testing your changes now. Thanks again.

From: [email protected] 
[mailto:[email protected]] On Behalf Of Fabien 
Lavignotte
Sent: Monday, 11 October 2010 4:07 PM
To: [email protected]
Subject: [osg-submissions] [vpb] Bug fix with NVTT

Hi Robert,
As seen by Brad, the code with nvtt does not works correctly when using 
--terrain.
So here is the fix in TextureUtils.cpp.
I also swapped the compression used with BuildOptions::COMPRESSED_TEXTURE and 
BuildOptions::COMPRESSED_RGBA_TEXTURE.
It dit not seems correct to use DXT1 for RGBA, i think it was just a copy/paste 
error.

Cheers,
Fabien

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