Hi Brad and Robert, Well thanks for the answers. I don't know if I'll wait for Robert's implementation or use VPB. Is there a plan to move this code from VPB to OSG?
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Brad Christiansen" <brad.christian...@thalesgroup.com.au> a écrit : > Hi, > > The latest version of VPB has all the code you need to generate mip > maps for an osg::Image / Texture. This code also allows you to select > between NVTT (no context) or the current context based approach. The > code is in TextureUtils: > > void compress(State& state, Texture& texture, > Texture::InternalFormatMode compressedFormat, bool generateMipMap, > bool resizeToPowerOfTwo, CompressionMethod method); > > void generateMipMap(State& state, Texture& texture, bool > resizeToPowerOfTwo, CompressionMethod method); > > While this does have a cuple of VPB dependancies, these would be very > easy to remove. > > > Cheers, > Brad > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=33518#33518 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org