Hi, Robert, Thanks for your reply. Yes, I agree it will take quite some effort and possibly format change to implement texture sharing between ive files with built-in textures. That's why I would like a quicker way out:) -- using ive files without built-in texture but refer to compressed texture in dds format. Is my assumption correct that compressed texture in dds format remains compressed when loaded into memory and passed on to the osg core and GL layer without being decompressed, as opposed to say jpeg images which are decompressed during loading and then passed on to osg core in uncompressed bitmap format?
Thanks, Yefei From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, April 01, 2009 2:52 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Compressed texture HI Yefei, The OSG has support for removing duplicate state on an already loaded scene graph, but at present there isn't any support in the .ive format for pooling imagery/texture between sets of .ive files. The later feature would be very useful though... so please feel free to dive in and implement it :-) The next question is... how would one go about it. Perhaps a custom state pool Node that does nothing more than hold a map of names/ID to StateAttribute. Then you could save this node out to it's own .ive file, then each of the other .ive files could include this StatePool node as an external file reference. Then use the Registry cache to make sure that each of the separate .ive then reuse the same StatePool. Finally the .ive plugin would need to have some kinda of ID system to pull the apprpriate attribute from the current StatePool(s). Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org