HI Roland,

On Fri, May 15, 2009 at 4:40 PM, Roland Smeenk <[email protected]> wrote:
> I've originally contributed the .dds cubemap loading capability that you 
> rejected. From that time I've been merging my changes with the latest head. 
> Cubemaps can still be loaded succesfully, but I agree that it may be better 
> to split osg::Image into multiple classes for the different osg::Textures 
> that it feeds. Are you envisioning a separate Image class for each Texture 
> class?

No, my proposal of an osg::ImageArray class would need to be
compatible with all Texture types.  Not all would know enough about it
to make use of it.  My thought was the the osg::Image base classes
sizes/type data pointers would be assigned to one of the osg::Image
that the ImageArray manages so that a simple Texture2D texture would
just select one of them, but a TextureCubeMap could go look for images
0,1,2,3,4,5, etc.


> Side note:
> Last week I ran into a problem with cubemaps in the osgOcean example which 
> turned out to be a pixelformat problem. The osgOcean example uses 6 separate 
> images of which one image has a different pixel format. My osg::Image class 
> supporting cubemaps has only one pixelformat for all 6 data planes and this 
> caused a problem when copying the six images into the single cubemap image.

In the context of the osg::ImageArray class you'd probably want a
function for querying of all the images are compatible, and perhaps a
function for making them all the same.  Possible texture cube map
would also need to be written to cope between with different pixel
formats.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to