Hi Christian, On Mon, Sep 26, 2011 at 9:47 AM, Christian Buchner <[email protected]> wrote: >> 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.
"Seems to", doesn't really tell me much. Any chance you could post a model that illustrates what you see as a problem. >> 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. The OSG sets up the max texture size by checking OpenGL, unless you've set the value with the env var OSG_MAX_TEXTURE_SIZE if which case this value is taken. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

