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. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

