>
>
> You can have a different image format (CPU) than texture format (GPU) and
> OpenGL will do some conversion (sometimes slow) when copying. E.g. an RGB
> texture can be read into a LUMINANCE image and OpenGL will then unhelpfully
> by default sum the RGB channels.
>
> If you access the _data member (or data()) then you are doing processing on
> the CPU. Is this what you want? Where is your texture coming from? I can
> maybe help if you provide a bit more info.
>
>
My problem is that I need to use models with opacity textures without an
alpha channel (in the best case, they are grey scale images but they could
be color images as well). Actually this kind of models come from a content
creation software that allows to use any kind of image as opacity map and I
guess that, in order to use such images in opacity maps, a conversion like
the one I need is performed.

OSGExp does something like this but, as far as I understand, it uses Windows
APIs and this is not acceptable for me because I'd like to stay platform
independent.

Thanks.
Alessandro
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