Hi Robert,

Having a Image::buildMipmaps() would be nice to me. I'd handle compressed 
textures by myself. Please let me know via osg-users...

And having NVTT as an extension could be nice too.
What about the KTX/ETC format ( http://www.khronos.org/opengles/sdk/tools/KTX/ 
)? Are there plans to integrate Khronos' format using libktx?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Robert Osfield" <[email protected]> a écrit :

> Hi Sukender,
> 
> My plan is to add a Image::buildMipmaps() functions that will use the
> new local gluScaleImage function that no longer requires a graphics
> context.  However, this function won't support compressed textures as
> GLU has never support texture compression, and our integration of GLU
> parts into the OSG hasn't magically changed this.
> 
> I am also planning to integrate NVidiaTextureTools as an OSG
> plugin/extension which will be able to compliment the GLU functions
> and add support for compressed texture formats.  This will however
> require the NVTT as external dependency.
> 
> I may be able to get on to these tasks next week.
> 
> Robert.
> 
> 
> On Thu, Nov 4, 2010 at 11:47 AM, Sukender <[email protected]> wrote:
> > Hi all,
> >
> > I need to generate mipmaps from an osg::Image (a 2D image actually,
> which may be S3TC-DXTC compressed or not), and I have no OpenGL
> context. I just want my image to have mipmaps. Do you know anything
> that may help me?
> > - Something to get a context without having to realize something, or
> with an invisible window?
> > - Something to allocate mipmap memory, compute mipmaps, and store
> them in the osg::Image?
> >
> > I guess osg::gluBuild2DMipmaps() is the key, but it needs a context
> and process does not appear to be straightforward to me.
> > Thanks.
> >
> > Cheers,
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
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> > [email protected]
> >
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> >
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