Hi Torben, Yes, I was thinking along the same lines. I was just having a peep at the source of decompress.cpp that comes with the NVIDIA texture tools that might give a clue about the best way to do it. Which seemed to boil down to:
Code: nv::DirectDrawSurface dds(inputImageFile); nv::StdOutputStream stream(outputTGAfile); nv::Image img; dds.mipmap(&img, 0, 0); // get first image nv::ImageIO::saveTGA(stream, &img); Though it's not clear exactly whether the mipmap function, or saveTGA does the decompression. I can't help wondering if we are missing a trick with OSG's DDS plugin? It looks as though it might contain some reusable magic for these kind of compression formats. :-) Cheers, Chris ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40691#40691 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

