LS, I'm trying to dynamically change the size of a texture so I can put different images (with different resolutions) on an object. I'm doing this by updating the image that is used by the texture (calling Image::setImage with the updated information)
When the dimensions of the image change the texture resizes the content of the image to fit the current texture-size. Then it uploads the resized image using the glTexImage2D command. This means that: - if your new image is smaller it is scaled up which takes time and uses more texture memory than it should - if your new image is bigger it is scaled down, this takes time and decreases quality Shouldn't it be better to create a new texture using the new image dimensions? Kind regards, Michel van Elk TNO Science & Industry The Netherlands This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
