You could render the texture with a polygon using an osg::Camera with an
image target.  This would allow you to access the contents of the image
uncompressed.

Just a thought ;)

-B

---
RSC
BDC
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Eric Sokolowsky
> Sent: Thursday, July 06, 2006 6:25 AM
> To: osg users
> Subject: Re: [osg-users] read pixels from compressed texture
> 
> On Thu, 6 Jul 2006, Robert Osfield wrote:
> 
> > Hi Daniel,
> >
> > Reading pixels from a compressed texture is going to problematic.
> > First off the pixels are compressed together with neighbouring
pixels
> > into small block of pixels, so one byte in the imager will represent
a
> > number of pixels.
> >
> > Second problem is that the documention of the format of compressions
> > techniques isn't widely available.  It'd be very useful to know that
> > later, the last time I did a google search into documentation I
didn't
> > come up with anything.  Perhaps you'll be more lucky.
> 
> I did find through google the format for the compressed textures. I
didn't
> care though because you can just treat it as an opaque blob with
OpenGL.
> Look for the S3TC compression formats. There is also some information
> about
> this on MSDN because these formats are the basis for Microsoft's .dds
> file format.
> 
> --
>      ____   __     Eric Sokolowsky  (GST)    NASA Goddard Space Flight
> Center
>     / __/__/_/__  Visualization Programmer    Scientific Visualization
> Studio
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