> OpenGL is used to do the compression. If the textures are resized and > compressed they won't have the original image size. Perhaps you are > seeing a bug, perhaps you are mis-interpreting things. From your > posts I can't work out exactly what is happening.
The issue seems to be that the osg::image object seems to retain its original size, even when sending the texture to OpenGL and when reading it back. How compressed texture data would survive this scaling step, I don't know. > I couldn't work out what you snippet did. The code would resize the osg::image to a power of 2, bounded by OSG_MAX_TEXTURE_SIZE before doing the compression step. A proper way to do it might be to query the OpenGL texture for its size, and adjusting the osg::image accordingly. Christian _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

