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/
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