Hi Robert, > > Oh. Well, what I actually was loking for was the convenience > method! > > You could always write it and submit it ;-) > > It'd only be 10 to 20 lines of code, I'd tackle it right away if I > didn't have dozens of other TODO items on my list.
Well, same thing for me! This is why I didn't wrote it... > > 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. > > I briefly experiment with libsquish in VPB but didn't adopt it it > would require users to obtain a separate license for the S3TC > patents. > NVTT comes with a license grant for the S3TC patents, there are still > few restrictions so it's worth reading up about it in the NVTT docs. > FYI, NVTT uses libsquish. Yes, I knew NVTT included libsquish. However I did not find anything related to patents or such in the docs. > It'd also be possible to write an ImageProcessor implementation that > just uses libsquish, but as this doesn't change the patent situation > it probably isn't worth the effort writing until these parents > expire, > or when software patents are declare void by governments/the courts. Agreed. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

