Ok, so that r() value is not about bit-depth, but rather allows for a 3D texture? This means you could apply the texture to an object with a hole in it somewhere and see the inner images in the hole?
So if you wanted to use a texture to display a sequence of images over time, is that the same idea? My gut tells me no. I'll bet there is an ImageSequence or something that is used for that huh. I will look, but anyone know of a good example of this? So as for the other questions, I should be able to use a good OpenGL book? accessing indexed or grey scale values? packing? Thanks Robert, -- Rick On 5/1/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Rick, The OSG adopts OpenGL conventions, for better or for worse. In texturing OpenGL goes s,t,r for the axis of a texture. For a 512x256 2D texture s=512, t=256, r = 1, for a 256x256x256 3D texture, s=256, t=256, r=256. On 5/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > Hello All, > > I am really weak in the area of osg::Images. I have looked at the code > quite a bit, but it is still confusing to me. I imagine that osg::Image is > wrapping up some underlying bitmap or OpenGL image functionality. Is there > some reference someone could point me to that could educate me on the > subject? > > What I am trying to do is create a new image that has the color values > from one image and give it the alpha value from another image, I figured the > best way to do that was create a new bgra (rgba?) image to hold the new > value. So specifically, I am wondering about: > > a) How to access the pixel values of grey-scale and indexed images if my > source images are such > > b) What is the r(), depth value for? Is it the number of bits per > pixel? e.g. Should the r value for a bgra image be 4? I was thinking > that, but if it were that simple, why would it be a parameter at all, since > allocateImage could determine that from the GL_BGRA part. is this correct?: > > > osg::ref_ptr<osg::Image> newImage = > new osg::Image(); > > newImage->allocateImage(s, t, 4, GL_BGRA, GL_UNSIGNED_BYTE); > > c) What is the packing for (the sixth [default] parameter)? Should I > allocate my new image with packing or is that going to make it harder to > work with? > > d) Am I just going about this all the wrong way? Perhaps it would be > better to reformat the image somehow to give it an alpha channel if it is > not already there? > > > > Thank you so much for the great community > > -- Rick > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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