Hi Umesh,

The OSG just passes data to OpenGL Textures via the combination of
osg::Texture* and osg::Image.  The plugins load the osg::Image that get
assigned to the osg::Texture. The osg::Image and osg::Texture classes both
have the settings for the data type and pixel format of the data.  If
OpenGL can handle then typically the OSG is able to pass thtat data along.

As for using 8bit format, I you talking per channel or for the whole RGBA?
Compressed textures?

It's difficult to know what your background understanding of OpenGL and OSG
is so really don't know how to pitch an answer.

Robert.

On 9 December 2014 at 07:02, umesh ramesh <[email protected]> wrote:

> Hi,
>
> I am still not able to make out whether OSG or its PlugIns automatically
> determine the size of RGB/RGBA components and load accordingly to OpenGL
> through glTexImage2D(). Technically it must do in that way. When we program
> using direct OpenGL we provide glTexImage2D with the correct format & data
> type & it shall load accordingly (at least thats what I guess). Lesser size
> textures are really useful when we program for any embedded application
> running OpenGL. I am involved in Desktop OpenGl now though, using OSG.
> Anybody has any insight on this please let me know. From My side I shall
> try to use gDebugger to compare the Texture memory size with earlier images
> & with 8 Bit images.
> That may tell whether graphics texture memory has reduced using 8 Bit
> format.
>
> Thank you!
>
> Cheers,
> umesh
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61999#61999
>
>
>
>
>
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