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: [email protected]
[mailto:[email protected]] 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.
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