Assigning mip level images manually #1353
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giterino-0
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Hi, to set mipmaps manually, you may use Image::setMipmapLevels() to setup a list of data offsets first, and copy mipmapping level-'i' to Image::getMipmapData(i). Everything is done in the image object instead TextureCubeMap. |
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Hi giterino,
the trick is to allocate the buffer yourself and pass it to setImage. an
example can be found in the dds reader/writer:
OpenSceneGraph\src\osgPlugins\dds\ReaderWriterDDS.cpp
short summary:
unsigned char* imageData = new unsigned char [sizeWithMipmaps];
//fill data buffer with image and mipmaps, fill mipmap_offsets
osgImage->setImage(s,t,r, internalFormat, pixelFormat, dataType, imageData,
osg::Image::USE_NEW_DELETE, packing);
if (mipmap_offsets.size()>0) osgImage->setMipmapLevels(mipmap_offsets);
regards, Laurens.
…On Mon, Jan 13, 2025 at 9:56 AM giterino-0 ***@***.***> wrote:
As far as i checked, mip offsets in an Image are controlled by a list of
indices that is cleared on the first line of Image::allocateImage() _(
*mipmapData)*, causing the allocated block _(*data)* to only have enough
memory for mip 0.
So either there are more ways to allocate the image that i missed, or
_mipmapData is simply ignored.
Thanks for your time.
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I can't figure out how to set every mip level image of a TextureCubeMap (without automatic mip generation), Are there any examples that do this?
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