From Rune Schmidt Jensen - new dds loader.
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@@ -99,12 +99,16 @@ class SG_EXPORT Image : public Object
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int packing=1);
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/** readPixels from screen at specified position and size, using glReadPixels.
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* Create memory for storage if required, reuse existing pixel coords if possible.
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* if pixelFormat or dataType*/
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* Create memory for storage if required, reuse existing pixel coords if possible.*/
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void readPixels(int x,int y,int width,int height,
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GLenum format,GLenum type);
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/** read the contents of the current bound texture, handling compressed formats if present.
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* Create memory for storage if required, reuse existing pixel coords if possible.*/
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void readImageFromCurrentTexture(unsigned int contextID=0);
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/** Scale image to specified size. */
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void scaleImage(int s,int t,int r);
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@@ -117,6 +121,9 @@ class SG_EXPORT Image : public Object
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void copySubImage(int s_offset,int t_offset,int r_offset,osg::Image* source);
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/** Width of image.*/
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inline int s() const { return _s; }
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@@ -264,6 +264,7 @@ class SG_EXPORT Texture : public osg::StateAttribute
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void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) const;
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void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei type, const GLvoid *data) const;
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void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *data) const;
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protected:
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@@ -281,6 +282,7 @@ class SG_EXPORT Texture : public osg::StateAttribute
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void* _glCompressedTexImage2D;
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void* _glCompressedTexSubImage2D;
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void* _glGetCompressedTexImage;
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};
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