Hi Robert,

Oh. Well, what I actually was loking for was the convenience method! And about 
compression, I already created some code using the libsquish directly...
So if I add NVTT when building OSG, I'll be able to generate mipmaps (as the 
convenience method would do) AND do compression?
Maybe I'll switch to NVTT (= drop libsquish as it is included) if so.
Thanks.

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

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

> Hi Sukender,
> 
> On Tue, Feb 1, 2011 at 12:06 PM, Sukender <[email protected]> wrote:
> > I indeed missed the news. Many thanks.
> > However I don't understand one point: must I have NVTT to build
> mipmaps in my app (I do not use VBP, only OSG), or will the
> ImageProcessor default to another implementation if not found? Or is
> the NVTT source code directly integrated in OSG? (or am I wrong
> somewhere? ;) )
> 
> If all you want to do is generate mipmaps than you can use the OSG's
> internal glu functions.  It's been my intention to add a convenience
> method into osg::Image to generate the mipmaps use the glu functions,
> but I haven't had a chance to do this yet.  All that needs to be do
> is
> to use the custom gluScaleImage entry point to create the individual
> mipmaps and assign them to the osg::Image.
> 
> If you want texture compression then you'll need the NVTT plugin and
> use ImageProcessor.
> 
> Robert.
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