Hi Ümit,yes, i need mipmapping but i want to store these mipmapped textures
on disk. i dont want so many calculations on rendering...
so i wanted to store these images on disk.

do you know a way to do this or i should write a code?


On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun <umituzu...@gmail.com> wrote:

> Hi Ufuk;
>
> Compress word doesn't define your expected operation very well. This
> operation's name is Mipmapping. You should generate automatic mipmapping for
> your texture in runtime and the you can choose any resolution you have
> created to use your program.
>
> Regards.
>
> Ümit Uzun
>
>
> 2009/8/20 Ufuk <ufuk....@gmail.com>
>
>> is there any function that compress image in osg?
>> for example i have an 256x256 image and i want to compress it to 128x128
>> or 64x64...
>>
>> i checked for osg::Image::scaleImage() but it did not change the
>> resolution.. maybe i did something wrong?
>>
>> Here is the code:
>>
>>
>> ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
>> void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
>> scaleFactor, const std::string& filename )
>> {
>>    osg::ref_ptr<osg::Image> cImage = new osg::Image(*image);
>>
>>    cImage->scaleImage(image->s() * scaleFactor, image->t() * scaleFactor,
>> image->r() * scaleFactor);
>>
>>    osgDB::writeImageFile(*image, filename);
>> }
>>
>> ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
>>
>> --
>> Ufuk
>>
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>>
>>
>
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>


-- 
Ufuk
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