Hi,
On 01/06/10 10:01, alessandro terenzi wrote:
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.
sorry, I have more questions...
Do you want to create an application that takes the model and output a
new model? Or do you want to create something that changes the model at
input time in an application?
Do you want to fuse two textures together (one with image info and one
with alpha info)?
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.
Maybe it uses Windows API just for windowing and you can look at the
conversion code?
jp
Thanks.
Alessandro
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