Hi Ufuk,

Ufuk wrote:
actually i just want to have a scale code of image..

half and quarter resolution would be enough for me.. i wanted to scale them when i create terrain.

if you are working with terrain I would suggest you also look at the GDAL functions/lib. E.g. have a look at the gdaladdo man page, it is a command line app that builds overview images, but you could use the same functionality directly from your application if you link to GDAL. You might also find some other helpful functions.

jp


i have a terrain editor and viewer which are 2 separate programs.
on editor, in saving process, i want to store lower resolution textures too and i wanted to create in my program.

my terrain viewer program will load all textures and use low resolution textures for pages which are far away from the camera..

i don't want to use .dds because in terrain editor, user can use any texture he wants. so i don't want to give up texture selection dynamism here.. i can't limit users just with my textures which are selected before.

On Thu, Aug 20, 2009 at 5:58 PM, Ümit Uzun <[email protected] <mailto:[email protected]>> wrote:

    Hi Ufuk;

    If you want to create mippaped images on your disk instead of
    programmaticaly. I suggest you to use GIMP to mipmap(rescale each
    different resolution image separately) and when you need you can
    call related resolution image :)

    Is this your expected or you want to create one image which has all
    resoluted images in it? If you want kind of this operation you can
    use dds format. But I don't know osg does support reading mipmapped
    dds format.


    Regards.

    Ümit Uzun


    2009/8/20 Ufuk <[email protected] <mailto:[email protected]>>

        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 <[email protected]
        <mailto:[email protected]>> 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 <[email protected] <mailto:[email protected]>>

                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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-- Ufuk

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Ufuk


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