[osg-submissions] EXT_texture_integer submission ShaderModel 4.0
Robert Osfield
robert.osfield at gmail.com
Tue Sep 11 04:42:27 PDT 2007
Thanks, the new set of changes look sensible, so I have gone ahead and merged.
I had to change the dirty generate mipmap flag to use a
buffered_value<> instead of you bool so that the code will handle
multiple graphics contexts. I also removed the checking of this flag
from the copy constructors and compare method as this was
inappropriate.
All these changes are now checked in. I'm planning to change the use
of EXT in the pixel type names across to non EXT versions as future
rev's of OpenGL could these made part of the standard OpenGL, this way
end users won't have to recode things.
Robert.
On 9/8/07, Art Tevs <stud_info2 at yahoo.de> wrote:
> Hej,
>
> So I attached a new version of the integer texture patch.
>
>
> Features of the patch are:
>
> - Implementation of integer textures as in EXT_texture_integer
>
> - setBorderColor(Vec4) changed to setBorderColor(Vec4d) to pass double
> values
> as border color. (Probably we have to provide an overloading function to
> still support Vec4f ?)
>
> - new method Texture::getInternalFormatType() added. Gives
> information if the
> internal format normalized, float, signed integer or unsigned integer. Can
> help people to write better code ;-)
>
>
> ToDo:
>
> Corrections have to be made to the osgPlugins to read the border color
> values
> as doubles. (It has be done anyhow since there is no real Vec4d support in
> the osg plugin for now)
>
>
>
> Best regards,
>
> Art
>
> P.S. Sorry for doubled mail
>
>
> ________________________________
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>
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