Hi Robert,

OSG supports and displays RGB, RGB8 etc correctly, agreed. But whether it is 
"packing" the RGB components properly, I need to analyze. I think now we are 
deviating from my simple question that I asked initially. I again give a short 
description:
I had originally 32 Bit textures. I wrote the geometry with the texture data to 
IVE file. The IVE file size was 26 MB. Then I realized that I do not need true 
color textures, so I converted my images to 8 Bit images (RGBA8) reducing my 
image size from 4 mb to 1 mb (This can be easily done using Paint.Net Free 
App). Then I again wrote the data to IVE file expecting that now the IVE file 
size shall be far less as the image data has reduced. But the file size is same 
26 MB. 
Thus I guess OSG stores the texture data in RGB or RGBA format only and not in 
the original file format (that is RGB8 or RGBA8 unsigned byte in my case).

If I set RGBA8 in image->setInternalTextureFormat does not affect size or view. 
But if I set RGB in image->setPixelFormat instead of RGBA, I see 1 MB less size 
in the IVE file (now 25 MB). Maybe because now alpha componenet is not written.

My final objective is if my texture sizes are less I should have more texture 
memory available in graphics memory to load additional textures. And i am 
trying to verify whether OSG loads OpenGL with actual texture size (in my case 
RGBA8) or uses always RGB/RGBA format only. The display anyway will not be 
affected but unnecessary texture memory will be allocated I guess. The 
discussion above is on OSG with OpenGL & not OSG with OpenGL ES.
I am using OSG for our Simulation research & I do not doubt its capabilities. 
But since I am neither a novice nor a full expert in OSG I came across above 
doubts that someone in forum can answer/reply.

Thank you!

Cheers,
umesh

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http://forum.openscenegraph.org/viewtopic.php?p=62024#62024





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