Hi,
OSG provides an image processor class, it is used to compress and decompress
image, maybe you can use it.
Thank you!
Cheers,
Torben
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Thanks for the tip Torben,
When I call osgDB::Registry::instance()-getImageProcessor(), I get NULL coming
back. Digging a bit deeper, OSGs image processor relies on NVTT plugin, which
relies on Nvidias NVTT SDK, which I'm struggling to find on the interweb. If
you have a link to NVTT SDK
Hi,
what is your development environment?
for windows / Visual Studio 2008 I provide a 3rdParty plugin which contains a
lot precompiled 3rdParty plugins OSG support - including NVTT.
Thank you!
Cheers,
Torben
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Hi Chris,
On Mon, Jun 20, 2011 at 11:35 AM, Chris Denham c.m.den...@gmail.com wrote:
BTW. Does this reliance on NVTT mean it would only work in NVidia hardware?
NVTT provides software implementations that are not dependant on any
particular hardware of GL drivers.
I would add that the new
Hi Torben,
On Windows, we are using Visual Studio 2005.
But I eventually found the link to NVTT download:
http://developer.nvidia.com/gpu-accelerated-texture-compression
I'll see if I have any success with that.
Cheers,
Chris
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Hi,
good lucki, it should work.
Thank you!
Cheers,
Torben
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Hi Torben,
I've managed to build the NVTT plugin using that download, but now I'm still a
bit stumped. The plugin and NVTT api seems to work, but it all seems geared
towards compression rather than decompression.
I was hoping that I would be able to use it like:
Code:
Hi Chris,
why don't you just render the texture to another RTT / offscreen buffer
and read out the pixels... should be hardware accelerated
regards Ralph
Am 20.06.2011 10:53, schrieb Chris Denham:
Hi,
I have a question about extracting images from an IVE with compressed
textures.
I have a
Hi, Chris,
I never used the imageProcessor myself (but I think I will in some month), so
all I can do is to give you some free shots:
I read into the code a little bit. You are right it looks like it provides only
compression currently.
Background: The NVTT integration was originally
On Mon, Jun 20, 2011 at 3:39 PM, Torben Dannhauer tor...@dannhauer.info wrote:
In my opinion the right way would be:
* Extending osgDb::ImageProcessor to provide and decompress interface
* Extending osgPlugins/nvtt/NVTTImageProcessor.cpp to implement the
decompressing feature.
We should ask
Hi Torben,
Yes, I was thinking along the same lines.
I was just having a peep at the source of decompress.cpp that comes with the
NVIDIA texture tools that might give a clue about the best way to do it. Which
seemed to boil down to:
Code:
nv::DirectDrawSurface dds(inputImageFile);
HI Chris,
On Mon, Jun 20, 2011 at 4:49 PM, Chris Denham c.m.den...@gmail.com wrote:
I can't help wondering if we are missing a trick with OSG's DDS plugin?
It looks as though it might contain some reusable magic for these kind of
compression formats. :-)
The DDS plugin just reads and write
Hi Robert,
thanks for your statement, that was new to me. So you suggest NOT to integrate
a decompressen feature? WEnlll then we should'nt do it ;)
Thank you!
Cheers,
Torben
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On Mon, Jun 20, 2011 at 5:39 PM, Torben Dannhauer tor...@dannhauer.info wrote:
Hi Robert,
thanks for your statement, that was new to me.
Which statement of mine? About GL compressed being
So you suggest NOT to integrate a decompressen feature? WEnlll then we
should'nt do it ;)
Not for
Hi Robert,
Thanks for the clarification. I hadn't realised the compression was particulary
lossy as viewing the IVE files we are using (with compressed textures) seem to
have an acceptable quality for our purposes. But you are right, ideally it
would be better to keep the original textures,
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