Enable old-style texture compression
Thanks to Dany for tracking this down!
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@ -113,9 +113,6 @@ protected:
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}
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};
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// disabling old-syle texture compression in favour of the
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// texture-cache
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#if 0
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class SGTexCompressionVisitor : public SGTextureStateAttributeVisitor {
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public:
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virtual void apply(int, StateSet::RefAttributePair& refAttr)
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@ -146,7 +143,6 @@ public:
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}
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}
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};
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#endif
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class SGTexDataVarianceVisitor : public SGTextureStateAttributeVisitor {
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public:
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@ -644,12 +640,8 @@ osg::Node* OptimizeModelPolicy::optimize(osg::Node* node,
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SGTexDataVarianceVisitor dataVarianceVisitor;
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node->accept(dataVarianceVisitor);
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// disabling old-syle texture compression in favour of the
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// texture-cache
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#if 0
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SGTexCompressionVisitor texComp;
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node->accept(texComp);
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#endif
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return node;
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}
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@ -69,11 +69,11 @@ SGSceneFeatures::instance()
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void
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SGSceneFeatures::applyTextureCompression(osg::Texture* texture) const
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{
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// disable older texture-compression, since it interacts confusingly
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// with the the runtime texture-cache. We always want to use
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// 'USE_IMAGE_DATA_FORMAT' when the texture-cache is active, since we
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// decided whether to compress (or not) prior to this point.
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#if 0
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// if the texture cache is active, always use the file data format
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if (_TextureCacheCompressionActive) {
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texture->setInternalFormatMode(osg::Texture::USE_IMAGE_DATA_FORMAT);
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} else {
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// keep the older texture compression working, some people need it
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switch (_textureCompression) {
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case UseARBCompression:
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texture->setInternalFormatMode(osg::Texture::USE_ARB_COMPRESSION);
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@ -91,7 +91,7 @@ SGSceneFeatures::applyTextureCompression(osg::Texture* texture) const
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texture->setInternalFormatMode(osg::Texture::USE_IMAGE_DATA_FORMAT);
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break;
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}
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#endif
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}
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}
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bool
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