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
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>> >
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>> >
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