Hi Rui, Thanks for the changes. I was thinking that include/osg/Image would be a reasonable place for the enum's. I'll have a look at your submission and decide.
Robert. On 23 January 2013 13:56, Wang Rui <[email protected]> wrote: > Hi Robert, > > I have done a quick fix to the ReaderWriterDDS under Windows by adding > necessary definitions in GL2Extensions. Now it compiles fine under Windows 7 > and Visual Studio 2010. Could you please test it again because I also > changed some enum names with the _EXT postfix in the ReaderWriterDDS.cpp > file? > > But this fix in fact conflicts with my last submission about the computer > shader as it also changes the GL2Extensions header, which is the best place > for containing these GL_* enums. I don't know if you would have time > reviewing the computer shader submission this time. If yes, I would have a > test soon and resubmit it again with new GL2Extensions and Texture headers; > otherwise I will wait and update the computer shader with some more features > (like the memory barrier) later. > > Cheers, > > Wang Rui > > > > 2013/1/23 Robert Osfield <[email protected]> >> >> Hi Mathias, >> >> While the changes to the dds plugin compile on my Linux box with >> recent NVidia drivers I am pretty sure they won't compile under >> Windows with the standard gl.h provided by Microsoft as there are lots >> of recent GL_* enums used for the pixel formats that aren't part of >> OpenGL 1.1 and aren't defined in OSG headers. >> >> The solution to this will be to add the extra pixel formats into >> include/osg/Image. >> >> I don't have Windows box to test against, do you have a Windows box >> that you can compile against and see what needs adding? >> >> Cheers, >> Robert. >> >> On 14 January 2013 07:04, Mathias Fröhlich <[email protected]> >> wrote: >> > >> > Hi Robert, >> > >> > I have extended the dds loader by some newer DX10 texture formats. >> > Especially >> > the float texture formats. >> > I need a few of these formats somewhere but have extended everything >> > that I >> > found plausible and was easy to find a GL texture type/format for. >> > For some float32 type of texture the files the implementation seem to >> > work fine. >> > The rest lacks testing. >> > The writer side is not implemented. >> > >> > The change is based on rev 13286. >> > >> > Please Review/Apply. >> > >> > Greetings >> > >> > Mathias >> > _______________________________________________ >> > 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
