Hi Ming, Changing the file extension from .rgb (Which doesn't support compressed textures) to .dds (which does) is the perfect solution in your case. .dds is a much more complete image file format for modern graphics needs - it supports compression and mipmapping, while the old .rgb format is ancient and only supports non mip-mapped non compressed images.
Robert. On 15 June 2016 at 08:50, Ming Lu <[email protected]> wrote: > I found a interesting solution: > > > Code: > > std::string texture_file_name = > osgDB::getStrippedName(image->getFileName()); > texture_file_name += ".dds"; > image->setFileName(texture_file_name); > osgDB::writeImageFile(*image, image->getFileName() > > > > > actually i just changed file extent name from rgb to dds...and it works...i > get a lot dds file on disk... > > I still don't get it...how it works... > > maybe can somebody help me out to get a right way export compressed texture > to file... :O > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67629#67629 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

