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
> 
> 
> 
> 
> 
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