Added osgtexture3D demo, renamed osgtexture demo to osgtexture2D, and have

added osgtexture1D demo which currently is simply copy of osgtexture2D. I
will be modifying it to do 1D texturing next.

Fixed a bug in osg::Texture3D relating to checking of existance of
texturing.

Merged some fixes to the pfb loader from Ulrich Hertlein.
This commit is contained in:
Robert Osfield 2002-08-27 10:06:57 +00:00
parent 501f28449c
commit 83af5e7a95
21 changed files with 1067 additions and 351 deletions

View File

@ -91,8 +91,16 @@ echo osgtext
osgtext
more memleaks.log
echo osgtexture reflect.rgb lz.rgb
osgtexture reflect.rgb lz.rgb
echo osgtexture1D reflect.rgb lz.rgb
osgtexture1D reflect.rgb lz.rgb
more memleaks.log
echo osgtexture2D reflect.rgb lz.rgb
osgtexture2D reflect.rgb lz.rgb
more memleaks.log
echo osgtexture3D
osgtexture3D
more memleaks.log
echo osgviews cow.osg

View File

@ -306,7 +306,7 @@ ifeq ($(OS),Darwin)
osgcluster osgconv osgcopy osgcube osggeometry \
osghangglide osgimpostor osgmultitexture osgoccluder \
osgparticle osgprerender osgreflect osgscribe osgstereoimage \
osgtexture osgversion osgviews sgv
osgtexture1D osgtexture2D osgtexture3D osgversion osgviews sgv
endif
#### Cygwin/Mingw specific definitions
@ -440,8 +440,8 @@ ifeq ($(OS),MINGW)
PLUGIN_DIRS = osg rgb lib3ds flt obj lwo bmp pic tga osgtgz tgz zip
# txp
DEMOS_DIRS = hangglide osgbillboard osgconv osgcopy osgcube osgimpostor\
osgreflect osgscribe osgstereoimage osgtexture osgviews \
osgversion sgv osghud osgtext
osgreflect osgscribe osgstereoimage osgtexture1D osgtexture2D osgtexture3D\
osgviews osgversion sgv osghud osgtext
# osgcluster
endif

View File

@ -90,7 +90,9 @@ DEMOS_DIRS = \
osgstereoimage\
osgsequence\
osgtext\
osgtexture\
osgtexture1D\
osgtexture2D\
osgtexture3D\
osgviews\
osgversion\
sgv

View File

@ -67,8 +67,14 @@ osgstereoimage dog_left_eye.jpg dog_right_eye.jpg
echo osgtext
osgtext
echo osgtexture reflect.rgb lz.rgb
osgtexture reflect.rgb lz.rgb
echo osgtexture1D reflect.rgb lz.rgb
osgtexture1D reflect.rgb lz.rgb
echo osgtexture2D reflect.rgb lz.rgb
osgtexture2D reflect.rgb lz.rgb
echo osgtexture3D
osgtexture3D
echo osgviews cow.osg
osgviews cow.osg

View File

@ -1,24 +1,24 @@
# Microsoft Developer Studio Project File - Name="Demo osgtexture" - Package Owner=<4>
# Microsoft Developer Studio Project File - Name="Demo osgtexture1D" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=Demo osgtexture - Win32 Release
CFG=Demo osgtexture1D - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "osgtexture.mak".
!MESSAGE NMAKE /f "osgtexture1D.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "osgtexture.mak" CFG="Demo osgtexture - Win32 Release"
!MESSAGE NMAKE /f "osgtexture1D.mak" CFG="Demo osgtexture1D - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "Demo osgtexture - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "Demo osgtexture - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "Demo osgtexture1D - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "Demo osgtexture1D - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
@ -28,7 +28,7 @@ CFG=Demo osgtexture - Win32 Release
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "Demo osgtexture - Win32 Release"
!IF "$(CFG)" == "Demo osgtexture1D - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
@ -50,9 +50,9 @@ BSC32=bscmake.exe
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 /nologo /subsystem:console /pdb:none /machine:I386 /out:"../../../bin/osgtexture.exe" /libpath:"../../../lib"
# ADD LINK32 /nologo /subsystem:console /pdb:none /machine:I386 /out:"../../../bin/osgtexture1D.exe" /libpath:"../../../lib"
!ELSEIF "$(CFG)" == "Demo osgtexture - Win32 Debug"
!ELSEIF "$(CFG)" == "Demo osgtexture1D - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
@ -74,18 +74,18 @@ BSC32=bscmake.exe
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osgtextured.exe" /pdbtype:sept /libpath:"../../../lib"
# ADD LINK32 /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osgtexture1Dd.exe" /pdbtype:sept /libpath:"../../../lib"
# SUBTRACT LINK32 /incremental:no
!ENDIF
# Begin Target
# Name "Demo osgtexture - Win32 Release"
# Name "Demo osgtexture - Win32 Debug"
# Name "Demo osgtexture1D - Win32 Release"
# Name "Demo osgtexture1D - Win32 Debug"
# Begin Source File
SOURCE=..\..\..\src\Demos\osgtexture\osgtexture.cpp
SOURCE=..\..\..\src\Demos\osgtexture1D\osgtexture1D.cpp
# End Source File
# End Target
# Begin Group "Resource Files"

View File

@ -1,383 +1,95 @@
# Microsoft Developer Studio Project File - Name="osgstereoimage" - Package Owner=<4>
# Microsoft Developer Studio Project File - Name="Demo osgtexture2D" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=osgstereoimage - Win32 Debug
CFG=Demo osgtexture2D - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "osgstereoimage.mak".
!MESSAGE NMAKE /f "osgtexture2D.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "osgstereoimage.mak" CFG="Demo osgstereoimage - Win32 Debug"
!MESSAGE NMAKE /f "osgtexture2D.mak" CFG="Demo osgtexture2D - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
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!MESSAGE "Demo osgstereoimage - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "Demo osgstereoimage - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "Demo osgtexture2D - Win32 Release" (based on "Win32 (x86) Console Application")
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CPP=cl.exe
RSC=rc.exe
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!IF "$(CFG)" == "Demo osgtexture2D - Win32 Release"
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# PROP BASE Intermediate_Dir "Release"
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# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GR /GX /O2 /I "../../../include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x809 /d "NDEBUG"
# ADD RSC /l 0x809 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 /nologo /subsystem:console /pdb:none /machine:I386 /out:"../../../bin/osgtexture2D.exe" /libpath:"../../../lib"
# ADD LINK32 /nologo /subsystem:console /pdb:none /machine:I386 /out:"../../../bin/osgstereoimage.exe" /libpath:"../../../lib"
!ELSEIF "$(CFG)" == "Demo osgstereoimage - Win32 Debug"
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# ADD CPP /nologo /MDd /W3 /Gm /vd0 /GR /GX /Zi /Od /I "../../../include" /D "_CONSOLE" /D "_MBCS" /D "WIN32" /D "_DEBUG" /D "FL_DLL" /FR /YX /FD /c
# ADD CPP /nologo /MDd /W3 /Gm /vd0 /GR /GX /Zi /Od /I "../../../include" /D "_CONSOLE" /D "_MBCS" /D "FL_DLL" /D "WIN32" /D "_DEBUG" /FR /YX /FD /c
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BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
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LINK32=link.exe
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# ADD LINK32 /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osgstereoimaged.exe" /pdbtype:sept /libpath:"../../../lib"
# ADD LINK32 /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osgtexture2Dd.exe" /pdbtype:sept /libpath:"../../../lib"
# SUBTRACT LINK32 /incremental:no
!ENDIF
# Begin Target
# Name "Demo osgstereoimage - Win32 Release"
# Name "Demo osgstereoimage - Win32 Debug"
# Name "Demo osgtexture2D - Win32 Release"
# Name "Demo osgtexture2D - Win32 Debug"
# Begin Source File
SOURCE=..\..\..\src\Demos\osgstereoimage\osgstereoimage.cpp
SOURCE=..\..\..\src\Demos\osgtexture2D\osgtexture2D.cpp
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# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
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\c

View File

@ -0,0 +1,95 @@
# Microsoft Developer Studio Project File - Name="Demo osgtexture3D" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=Demo osgtexture3D - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "osgtexture3D.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "osgtexture3D.mak" CFG="Demo osgtexture3D - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "Demo osgtexture3D - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "Demo osgtexture3D - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "Demo osgtexture3D - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
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# ADD CPP /nologo /MD /W3 /GR /GX /O2 /I "../../../include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x809 /d "NDEBUG"
# ADD RSC /l 0x809 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
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LINK32=link.exe
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# ADD LINK32 /nologo /subsystem:console /pdb:none /machine:I386 /out:"../../../bin/osgtexture3D.exe" /libpath:"../../../lib"
!ELSEIF "$(CFG)" == "Demo osgtexture3D - Win32 Debug"
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# PROP Output_Dir "Debug"
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# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MDd /W3 /Gm /vd0 /GR /GX /Zi /Od /I "../../../include" /D "_CONSOLE" /D "_MBCS" /D "FL_DLL" /D "WIN32" /D "_DEBUG" /FR /YX /FD /c
# ADD BASE RSC /l 0x809 /d "_DEBUG"
# ADD RSC /l 0x809 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osgtexture3Dd.exe" /pdbtype:sept /libpath:"../../../lib"
# SUBTRACT LINK32 /incremental:no
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# Name "Demo osgtexture3D - Win32 Release"
# Name "Demo osgtexture3D - Win32 Debug"
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View File

@ -636,7 +636,61 @@ Package=<4>
###############################################################################
Project: "Demo osgtexture"=.\Demos\osgtexture\osgtexture.dsp - Package Owner=<4>
Project: "Demo osgtexture1D"=.\Demos\osgtexture1D\osgtexture1D.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name Core osg
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgDB
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgGA
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgGLUT
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgUtil
End Project Dependency
}}}
###############################################################################
Project: "Demo osgtexture2D"=.\Demos\osgtexture2D\osgtexture2D.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name Core osg
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgDB
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgGA
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgGLUT
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgUtil
End Project Dependency
}}}
###############################################################################
Project: "Demo osgtexture3D"=.\Demos\osgtexture3D\osgtexture3D.dsp - Package Owner=<4>
Package=<5>
{{{

View File

@ -56,9 +56,9 @@ class SG_EXPORT Image : public Object
/* allocated a pixel block of specified size and type.*/
void createImage(int s,int t,int r,
GLenum format,GLenum type,
int packing=1);
void allocateImage(int s,int t,int r,
GLenum format,GLenum type,
int packing=1);
/** set the image data and format.
@ -83,6 +83,13 @@ class SG_EXPORT Image : public Object
/** Scale image to specified size. */
void scaleImage(const int s,const int t,const int r);
/** Copy a source Image into a subpart of this Image at specified position.
* Typically used to copy to an already allocated image, such as creating
* a 3D image from a stack 2D images.
* If the this Image is empty then image data is created to
* accomodate the imaging image in its offset position.
* If source is NULL then no operation happens, this Image is left unchanged.*/
void copySubImage(int s_offset,int t_offset,int r_offset,osg::Image* source);
/** Width of image.*/

View File

@ -2,7 +2,7 @@ TOPDIR = ../../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtexture.cpp\
osgtexture1D.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
@ -10,6 +10,6 @@ INSTFILES = \
$(CXXFILES)\
Makefile.inst=Makefile
EXEC = osgtexture
EXEC = osgtexture1D
include $(TOPDIR)/Make/makerules

View File

@ -2,10 +2,10 @@ TOPDIR = ../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtexture.cpp\
osgtexture1D.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
EXEC = osgtexture
EXEC = osgtexture1D
include $(TOPDIR)/Make/makerules

View File

@ -0,0 +1,15 @@
TOPDIR = ../../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtexture2D.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
INSTFILES = \
$(CXXFILES)\
Makefile.inst=Makefile
EXEC = osgtexture2D
include $(TOPDIR)/Make/makerules

View File

@ -0,0 +1,11 @@
TOPDIR = ../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtexture2D.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
EXEC = osgtexture2D
include $(TOPDIR)/Make/makerules

View File

@ -0,0 +1,485 @@
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/DrawPixels>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGLUT/glut>
#include <osgGLUT/Viewer>
//
// A simple demo demonstrating different texturing modes,
// including using of texture extensions.
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
class Texture2DCallback : public osg::NodeCallback
{
public:
Texture2DCallback(osg::Texture2D* texture):_texture(texture)
{
_filterRange.push_back(osg::Texture2D::LINEAR);
_filterRange.push_back(osg::Texture2D::LINEAR_MIPMAP_LINEAR);
_filterRange.push_back(osg::Texture2D::LINEAR_MIPMAP_NEAREST);
_filterRange.push_back(osg::Texture2D::NEAREST);
_filterRange.push_back(osg::Texture2D::NEAREST_MIPMAP_LINEAR);
_filterRange.push_back(osg::Texture2D::NEAREST_MIPMAP_NEAREST);
_currPos = 0;
_prevTime = 0.0;
}
virtual ~Texture2DCallback() {}
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
if (nv->getFrameStamp())
{
double currTime = nv->getFrameStamp()->getReferenceTime();
if (currTime-_prevTime>1.0)
{
std::cout<<"Updating texturing filter to "<<std::hex<<_filterRange[_currPos]<<std::dec<<std::endl;
_texture->setFilter(osg::Texture2D::MAG_FILTER,_filterRange[_currPos]);
_currPos++;
if (_currPos>=_filterRange.size()) _currPos=0;
_prevTime = currTime;
}
}
}
osg::ref_ptr<osg::Texture2D> _texture;
std::vector<osg::Texture2D::FilterMode> _filterRange;
osg::uint _currPos;
double _prevTime;
};
/**
* Function to read several images files (typically one) as specified
* on the command line, and return them in an ImageList
*/
ImageList getImagesFromFiles(std::vector<std::string>& commandLine)
{
ImageList imageList;
for(std::vector<std::string>::iterator itr=commandLine.begin();
itr!=commandLine.end();
++itr)
{
if ((*itr)[0]!='-')
{
// not an option so assume string is a filename.
osg::Image *image = osgDB::readImageFile( *itr );
if (image)
{
imageList.push_back(image);
}
}
}
if (imageList.size()==0)
{
osg::notify(osg::WARN) << "No image data loaded."<<std::endl;
}
return imageList;
}
/** create 2,2 square with center at 0,0,0 and aligned along the XZ plan */
osg::Drawable* createSquare(float textureCoordMax=1.0f)
{
// set up the Geometry.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(4);
(*coords)[0].set(-1.0f,0.0f,1.0f);
(*coords)[1].set(-1.0f,0.0f,-1.0f);
(*coords)[2].set(1.0f,0.0f,-1.0f);
(*coords)[3].set(1.0f,0.0f,1.0f);
geom->setVertexArray(coords);
osg::Vec3Array* norms = new osg::Vec3Array(1);
(*norms)[0].set(0.0f,-1.0f,0.0f);
geom->setNormalArray(norms);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec2Array* tcoords = new osg::Vec2Array(4);
(*tcoords)[0].set(0.0f,textureCoordMax);
(*tcoords)[1].set(0.0f,0.0f);
(*tcoords)[2].set(textureCoordMax,0.0f);
(*tcoords)[3].set(textureCoordMax,textureCoordMax);
geom->setTexCoordArray(0,tcoords);
geom->addPrimitive(osgNew osg::DrawArrays(osg::Primitive::QUADS,0,4));
return geom;
}
osg::Node* createTexturedItem(const osg::Vec3& offset,osg::Texture2D* texture,osg::Node* geometry)
{
// create a tranform node to position each square in appropriate
// place and also to add individual texture set to it, so that
// that state is inherited down to its children.
osg::MatrixTransform* local_transform = new osg::MatrixTransform;
local_transform->postMult(osg::Matrix::translate(offset));
// create the StateSet to store the texture data
osg::StateSet* stateset = new osg::StateSet;
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
// turn the face culling off so you can see the texture from
// all angles.
stateset->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
// attach the setset to tranform node.
local_transform->setStateSet(stateset);
// add the geode to the transform.
local_transform->addChild(geometry);
return local_transform;
}
osg::Node* createLayer(const osg::Vec3& offset,osg::Image* image,osg::Node* geometry,osg::Node* geometryRep)
{
if (image==NULL) return NULL;
osg::MatrixTransform* top_transform = new osg::MatrixTransform;
top_transform->postMult(osg::Matrix::translate(offset));
osg::Vec3 local_offset(0.0f,0.0f,0.0f);
osg::Vec3 local_delta(3.0f,0.0f,0.0f);
// // use DrawPixels drawable to draw a pixel image.
// {
//
// osg::DrawPixels* drawimage = osgNew osg::DrawPixels;
// drawimage->setPosition(local_offset);
// drawimage->setImage(image);
//
// osg::Geode* geode = osgNew osg::Geode;
// geode->addDrawable(drawimage);
//
// // add the transform node to root group node.
// top_transform->addChild(geode);
//
// local_offset += local_delta;
// }
// defaults mipmapped texturing.
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
// top_transform->setAppCallback(new TextureCallback(texture));
}
// bilinear
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// set up bilinear filtering.
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_NEAREST);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// trilinear
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// set up trilinear filtering.
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// anisotropic
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// set up anistropic filtering.
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
texture->setMaxAnisotropy(2.0f);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// arb compression
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setInternalFormatMode(osg::Texture2D::USE_ARB_COMPRESSION);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// s3tc_dxt1 compression
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setInternalFormatMode(osg::Texture2D::USE_S3TC_DXT1_COMPRESSION);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// default wrap mode. (osg::Texture2D::CLAMP)
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
// clamp-to-edge mode.
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
// repeat wrap mode.
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
// mirror wrap mode.
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::MIRROR);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::MIRROR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
return top_transform;
}
osg::Node* createModelFromImages(ImageList& imageList)
{
if (imageList.empty()) return NULL;
// create the root node which will hold the model.
osg::Group* root = new osg::Group();
// create a single drawable to be shared by each texture instance.
osg::Drawable* drawable_noTexCoodRep = createSquare(1.0f);
// add the drawable into a single goede to be shared...
osg::Geode* geode_noTexCoodRep = new osg::Geode();
geode_noTexCoodRep->addDrawable(drawable_noTexCoodRep);
// create a single drawable to be shared by each texture instance.
osg::Drawable* drawable_texCoodRep = createSquare(2.0f);
// add the drawable into a single goede to be shared...
osg::Geode* geode_texCoodRep = new osg::Geode();
geode_texCoodRep->addDrawable(drawable_texCoodRep);
osg::Vec3 offset(0.0f,0.0f,0.0f);
osg::Vec3 delta(0.0f,0.0f,3.0f);
// step through the image list processing each image in turn.
for(ImageList::iterator itr=imageList.begin();
itr!=imageList.end();
++itr)
{
// add the transform node to root group node.
root->addChild(createLayer(offset,itr->get(),geode_noTexCoodRep,geode_texCoodRep));
offset += delta;
}
return root;
}
void write_usage(std::ostream& out,const std::string& name)
{
out << std::endl;
out <<"usage:"<< std::endl;
out <<" "<<name<<" [options] image_infile1 [image_infile2 ...]"<< std::endl;
out << std::endl;
out <<"options:"<< std::endl;
out <<" -l libraryName - load plugin of name libraryName"<< std::endl;
out <<" i.e. -l osgdb_pfb"<< std::endl;
out <<" Useful for loading reader/writers which can load"<< std::endl;
out <<" other file formats in addition to its extension."<< std::endl;
out <<" -e extensionName - load reader/wrter plugin for file extension"<< std::endl;
out <<" i.e. -e pfb"<< std::endl;
out <<" Useful short hand for specifying full library name as"<< std::endl;
out <<" done with -l above, as it automatically expands to"<< std::endl;
out <<" the full library name appropriate for each platform."<< std::endl;
out <<std::endl;
out <<" -stereo - switch on stereo rendering, using the default of,"<< std::endl;
out <<" ANAGLYPHIC or the value set in the OSG_STEREO_MODE "<< std::endl;
out <<" environmental variable. See doc/stereo.html for "<< std::endl;
out <<" further details on setting up accurate stereo "<< std::endl;
out <<" for your system. "<< std::endl;
out <<" -stereo ANAGLYPHIC - switch on anaglyphic(red/cyan) stereo rendering."<< std::endl;
out <<" -stereo QUAD_BUFFER - switch on quad buffered stereo rendering."<< std::endl;
out <<std::endl;
out <<" -stencil - use a visual with stencil buffer enabled, this "<< std::endl;
out <<" also allows the depth complexity statistics mode"<< std::endl;
out <<" to be used (press 'p' three times to cycle to it)."<< std::endl;
out << std::endl;
out<<"example:"<<std::endl;
out<<" osgtexture lz.rgb"<<std::endl;
out<<std::endl;
}
int main( int argc, char **argv )
{
// initialize the GLUT
glutInit( &argc, argv );
if (argc<2)
{
write_usage(osg::notify(osg::NOTICE),argv[0]);
return 0;
}
// create the commandline args.
std::vector<std::string> commandLine;
for(int i=1;i<argc;++i) commandLine.push_back(argv[i]);
// initialize the viewer.
osgGLUT::Viewer viewer;
viewer.setWindowTitle(argv[0]);
// configure the viewer from the commandline arguments, and eat any
// parameters that have been matched.
viewer.readCommandLine(commandLine);
// configure the plugin registry from the commandline arguments, and
// eat any parameters that have been matched.
osgDB::readCommandLine(commandLine);
// load the images specified on command line
ImageList imageList = getImagesFromFiles(commandLine);
if (!imageList.empty())
{
// create a model from the images.
osg::Node* rootNode = createModelFromImages(imageList);
imageList.clear();
// add model to viewer.
viewer.addViewport( rootNode );
// register trackball, flight and drive.
viewer.registerCameraManipulator(new osgGA::TrackballManipulator);
viewer.registerCameraManipulator(new osgGA::FlightManipulator);
viewer.registerCameraManipulator(new osgGA::DriveManipulator);
viewer.open();
viewer.run();
}
else
{
write_usage(osg::notify(osg::NOTICE),argv[0]);
return 0;
}
return 0;
}

View File

@ -0,0 +1,15 @@
TOPDIR = ../../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtexture3D.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
INSTFILES = \
$(CXXFILES)\
Makefile.inst=Makefile
EXEC = osgtexture3D
include $(TOPDIR)/Make/makerules

View File

@ -0,0 +1,11 @@
TOPDIR = ../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtexture3D.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
EXEC = osgtexture3D
include $(TOPDIR)/Make/makerules

View File

@ -0,0 +1,237 @@
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/Texture3D>
#include <osg/TexGen>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGLUT/glut>
#include <osgGLUT/Viewer>
//
// A simple demo demonstrating different texturing modes,
// including using of texture extensions.
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
class ConstructStateCallback : public osg::NodeCallback
{
public:
ConstructStateCallback() {}
osg::StateSet* constructState()
{
// read 4 2d images
osg::ref_ptr<osg::Image> image_0 = osgDB::readImageFile("lz.rgb");
osg::ref_ptr<osg::Image> image_1 = osgDB::readImageFile("reflect.rgb");
osg::ref_ptr<osg::Image> image_2 = osgDB::readImageFile("tank.rgb");
osg::ref_ptr<osg::Image> image_3 = osgDB::readImageFile("skymap.jpg");
if (!image_0 || !image_1 || !image_2 || !image_3)
{
return 0;
}
if (image_0->getPixelFormat()!=image_1->getPixelFormat() || image_0->getPixelFormat()!=image_2->getPixelFormat() || image_0->getPixelFormat()!=image_3->getPixelFormat())
{
return 0;
}
// scale them all to the same size.
image_0->scaleImage(256,256,1);
image_1->scaleImage(256,256,1);
image_2->scaleImage(256,256,1);
image_3->scaleImage(256,256,1);
// then allocated a 3d image to use for texturing.
osg::Image* image_3d = new osg::Image;
image_3d->allocateImage(256,256,4,
image_0->getPixelFormat(),image_0->getDataType());
// copy the 2d images into the 3d image.
image_3d->copySubImage(0,0,0,image_0.get());
image_3d->copySubImage(0,0,1,image_1.get());
image_3d->copySubImage(0,0,2,image_2.get());
image_3d->copySubImage(0,0,3,image_3.get());
image_3d->setInternalTextureFormat(image_0->getInternalTextureFormat());
// set up the 3d texture itself,
// note, well set the filtering up so that mip mapping is disabled,
// gluBuild3DMipsmaps doesn't do a very good job of handled the
// inbalanced dimensions of the 256x256x4 texture.
osg::Texture3D* texture3D = new osg::Texture3D;
texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR);
texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR);
texture3D->setImage(image_3d);
// create a texgen to generate a R texture coordinate, the geometry
// itself will supply the S & T texture coordinates.
// in the animateStateSet callback well alter this R value to
// move the texture through the 3d texture, 3d texture filtering
// will do the blending for us.
osg::TexGen* texgen = new osg::TexGen;
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
texgen->setPlane(osg::TexGen::R, osg::Vec4(0.0f,0.0f,0.0f,0.2f));
// create the StateSet to store the texture data
osg::StateSet* stateset = new osg::StateSet;
stateset->setTextureMode(0,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
stateset->setTextureAttribute(0,texgen);
stateset->setTextureAttributeAndModes(0,texture3D,osg::StateAttribute::ON);
return stateset;
}
void animateState(osg::StateSet* stateset)
{
// here we simply get any existing texgen, and then increment its
// plane, pushing the R coordinate through the texture.
osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN);
osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
if (texgen)
{
texgen->setPlane(osg::TexGen::R, texgen->getPlane(osg::TexGen::R)+osg::Vec4(0.0f,0.0f,0.0f,0.001f));
}
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::StateSet* stateset = node->getStateSet();
if (stateset)
{
// we have an exisitng stateset, so lets animate it.
animateState(stateset);
}
else
{
// no state exist yet, so we must be in the first
// pass, so lets create our stateset with all the
// textures in it.
stateset = constructState();
if (stateset) node->setStateSet(stateset);
}
// note, callback is repsonsible for scenegraph traversal so
// should always include call the traverse(node,nv) to ensure
// that the rest of cullbacks and the scene graph are traversed.
traverse(node,nv);
}
};
/** create 2,2 square with center at 0,0,0 and aligned along the XZ plan */
osg::Drawable* createSquare(float textureCoordMax=1.0f)
{
// set up the Geometry.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(4);
(*coords)[0].set(-1.0f,0.0f,1.0f);
(*coords)[1].set(-1.0f,0.0f,-1.0f);
(*coords)[2].set(1.0f,0.0f,-1.0f);
(*coords)[3].set(1.0f,0.0f,1.0f);
geom->setVertexArray(coords);
osg::Vec3Array* norms = new osg::Vec3Array(1);
(*norms)[0].set(0.0f,-1.0f,0.0f);
geom->setNormalArray(norms);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec2Array* tcoords = new osg::Vec2Array(4);
(*tcoords)[0].set(0.0f,textureCoordMax);
(*tcoords)[1].set(0.0f,0.0f);
(*tcoords)[2].set(textureCoordMax,0.0f);
(*tcoords)[3].set(textureCoordMax,textureCoordMax);
geom->setTexCoordArray(0,tcoords);
geom->addPrimitive(osgNew osg::DrawArrays(osg::Primitive::QUADS,0,4));
return geom;
}
osg::Node* createModel()
{
// create the geometry of the model, just a simple 2d quad right now.
osg::Geode* geode = new osg::Geode;
geode->addDrawable(createSquare());
// normally we'd create the stateset's to contain all the textures
// etc here, but, the above technique uses osg::Image::scaleImage and
// osg::Image::copySubImage() which are implemented with OpenGL utility
// library, which unfortunately can't be used until we have a valid
// OpenGL context, and at this point in initilialization we don't have
// a valid OpenGL context, so we have to delay creation of state until
// there is a valid OpenGL context. I'll manage this by using an
// app callback which will create the state during the first traversal.
// A bit hacky, and my plan is to reimplement the osg::scaleImage and
// osg::Image::copySubImage() without using GLU which will get round
// this current limitation.
geode->setAppCallback(new ConstructStateCallback());
return geode;
}
int main( int argc, char **argv )
{
// initialize the GLUT
glutInit( &argc, argv );
// create the commandline args.
std::vector<std::string> commandLine;
for(int i=1;i<argc;++i) commandLine.push_back(argv[i]);
// initialize the viewer.
osgGLUT::Viewer viewer;
viewer.setWindowTitle(argv[0]);
// configure the viewer from the commandline arguments, and eat any
// parameters that have been matched.
viewer.readCommandLine(commandLine);
// configure the plugin registry from the commandline arguments, and
// eat any parameters that have been matched.
osgDB::readCommandLine(commandLine);
// create a model from the images.
osg::Node* rootNode = createModel();
if (rootNode)
{
// add model to viewer.
viewer.addViewport( rootNode );
// register trackball, flight and drive.
viewer.registerCameraManipulator(new osgGA::TrackballManipulator);
viewer.registerCameraManipulator(new osgGA::FlightManipulator);
viewer.registerCameraManipulator(new osgGA::DriveManipulator);
viewer.open();
viewer.run();
}
return 0;
}

View File

@ -190,7 +190,7 @@ void Image::setPixelFormat(const GLenum format)
}
}
void Image::createImage(int s,int t,int r,
void Image::allocateImage(int s,int t,int r,
GLenum format,GLenum type,
int packing)
{
@ -264,7 +264,7 @@ void Image::setImage(int s,int t,int r,
void Image::readPixels(int x,int y,int width,int height,
GLenum format,GLenum type)
{
createImage(width,height,1,format,type);
allocateImage(width,height,1,format,type);
glPixelStorei(GL_PACK_ALIGNMENT,_packing);
@ -274,6 +274,8 @@ void Image::readPixels(int x,int y,int width,int height,
void Image::scaleImage(const int s,const int t,const int r)
{
if (_s==s && _t==t && _r==r) return;
if (_data==NULL)
{
notify(WARN) << "Error Image::scaleImage() do not succeed : cannot scale NULL image."<<std::endl;
@ -287,6 +289,7 @@ void Image::scaleImage(const int s,const int t,const int r)
}
unsigned int newTotalSize = computeRowWidthInBytes(s,_pixelFormat,_dataType,_packing)*t;
// need to sort out what size to really use...
@ -331,6 +334,63 @@ void Image::scaleImage(const int s,const int t,const int r)
++_modifiedTag;
}
void Image::copySubImage(int s_offset,int t_offset,int r_offset,osg::Image* source)
{
if (!source) return;
if (s_offset<0 || t_offset<0 || r_offset<0)
{
notify(WARN)<<"Warning: negative offsets passed to Image::copySubImage(..) not supported, operation ignored."<<std::endl;
return;
}
if (!_data)
{
cout<<"allocating image"<<endl;
allocateImage(s_offset+source->r(),t_offset+source->t(),r_offset+source->t(),
source->getPixelFormat(),source->getDataType(),
source->getPacking());
}
if (s_offset>=_s || t_offset>=_t || r_offset>=_r)
{
notify(WARN)<<"Warning: offsets passed to Image::copySubImage(..) outside destination image, operation ignored."<<std::endl;
return;
}
if (_pixelFormat != source->getPixelFormat())
{
notify(WARN)<<"Warning: image with an incompatible pixel formats passed to Image::copySubImage(..), operation ignored."<<std::endl;
return;
}
void* data_destination = data(s_offset,t_offset,r_offset);
glPixelStorei(GL_PACK_ALIGNMENT,source->getPacking());
glPixelStorei(GL_PACK_ROW_LENGTH,_s);
glPixelStorei(GL_UNPACK_ALIGNMENT,_packing);
GLint status = gluScaleImage(_pixelFormat,
source->s(),
source->t(),
source->getDataType(),
source->data(),
source->s(),
source->t(),
_dataType,
data_destination);
glPixelStorei(GL_PACK_ROW_LENGTH,0);
if (status!=0)
{
notify(WARN) << "Error Image::scaleImage() do not succeed : errorString = "<<gluErrorString((GLenum)status)<<std::endl;
}
}
void Image::flipHorizontal(int image)
{
if (_data==NULL)

View File

@ -97,13 +97,13 @@ void Texture3D::setImage(Image* image)
void Texture3D::apply(State& state) const
{
static bool s_texturing_supported = strncmp((const char*)glGetString(GL_VERSION),"1.2",3)>=0 ||
isGLExtensionSupported("GL_EXT_texture3D");
if (s_texturing_supported)
if (!s_texturing_supported)
{
notify(WARN)<<"Warning: Texture3D::apply(..) failed, 3D texturing is not support by your OpenGL drivers."<<std::endl;
return;
}
// get the contextID (user defined ID of 0 upwards) for the
@ -206,8 +206,6 @@ void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsiz
glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking());
if( _min_filter == LINEAR || _min_filter == NEAREST )
{
numMimpmapLevels = 1;

View File

@ -1125,19 +1125,19 @@ osg::Material* ConvertFromPerformer::visitMaterial(osg::StateSet* osgStateSet,pf
}
static osg:::Texture2D::FilterMode getTexfilter(int filter, int pftype)
static osg::Texture2D::FilterMode getTexfilter(int filter, int pftype)
{
if (filter == PFTEX_MINFILTER)
{
if (pftype & PFTEX_LINEAR)
return osg:::Texture2D::NEAREST_MIPMAP_LINEAR;
return osg::Texture2D::NEAREST_MIPMAP_LINEAR;
else if (pftype & PFTEX_BILINEAR)
return osg:::Texture2D::LINEAR_MIPMAP_NEAREST;
return osg::Texture2D::LINEAR_MIPMAP_NEAREST;
else if (pftype & PFTEX_TRILINEAR)
return osg:::Texture2D::LINEAR_MIPMAP_LINEAR;
return osg::Texture2D::LINEAR_MIPMAP_LINEAR;
return osg:::Texture2D::NEAREST_MIPMAP_LINEAR;
return osg::Texture2D::NEAREST_MIPMAP_LINEAR;
}
else
@ -1147,7 +1147,7 @@ static osg:::Texture2D::FilterMode getTexfilter(int filter, int pftype)
// not quite sure what is supposed to be interpret the Peformer
// filter modes here so will simple go with OpenGL default.
return osg:::Texture2D::LINEAR;
return osg::Texture2D::LINEAR;
}
}
@ -1173,26 +1173,26 @@ osg::Texture2D* ConvertFromPerformer::visitTexture(osg::StateSet* osgStateSet,pf
int repeat_t = tex->getRepeat(PFTEX_WRAP_T);
if (repeat_r==PFTEX_CLAMP)
osgTexture->setWrap(osg:::Texture2D::WRAP_R,osg:::Texture2D::CLAMP);
osgTexture->setWrap(osg::Texture2D::WRAP_R,osg::Texture2D::CLAMP);
else
osgTexture->setWrap(osg:::Texture2D::WRAP_R,osg:::Texture2D::REPEAT);
osgTexture->setWrap(osg::Texture2D::WRAP_R,osg::Texture2D::REPEAT);
if (repeat_s==PFTEX_CLAMP)
osgTexture->setWrap(osg:::Texture2D::WRAP_S,osg:::Texture2D::CLAMP);
osgTexture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP);
else
osgTexture->setWrap(osg:::Texture2D::WRAP_S,osg:::Texture2D::REPEAT);
osgTexture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
if (repeat_t==PFTEX_CLAMP)
osgTexture->setWrap(osg:::Texture2D::WRAP_T,osg:::Texture2D::CLAMP);
osgTexture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP);
else
osgTexture->setWrap(osg:::Texture2D::WRAP_T,osg:::Texture2D::REPEAT);
osgTexture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
// filter
#if 1
osgTexture->setFilter(osg:::Texture2D::MIN_FILTER,
osgTexture->setFilter(osg::Texture2D::MIN_FILTER,
getTexfilter(PFTEX_MINFILTER,
tex->getFilter(PFTEX_MINFILTER)));
osgTexture->setFilter(osg:::Texture2D::MAG_FILTER,
osgTexture->setFilter(osg::Texture2D::MAG_FILTER,
getTexfilter(PFTEX_MAGFILTER,
tex->getFilter(PFTEX_MAGFILTER)));
#endif