From Per Fahlberg, "I have added support for PowerVR texture compression. osg::Texture and osg::Image have been modified to support the texture formats and I have added a plugin to load pvr files. All modified files are in the attached zip. "
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@@ -307,6 +307,10 @@ unsigned int Image::computeNumComponents(GLenum pixelFormat)
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case(GL_COMPRESSED_RED_RGTC1_EXT): return 1;
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case(GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT): return 2;
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case(GL_COMPRESSED_RED_GREEN_RGTC2_EXT): return 2;
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case(GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG): return 3;
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case(GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG): return 3;
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case(GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG): return 4;
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case(GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG): return 4;
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case(GL_COLOR_INDEX): return 1;
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case(GL_STENCIL_INDEX): return 1;
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case(GL_DEPTH_COMPONENT): return 1;
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@@ -417,6 +421,11 @@ unsigned int Image::computePixelSizeInBits(GLenum format,GLenum type)
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case(GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT): return 8;
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case(GL_COMPRESSED_RED_GREEN_RGTC2_EXT): return 8;
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case(GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG): return 4;
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case(GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG): return 2;
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case(GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG): return 4;
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case(GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG): return 2;
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default: break;
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}
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@@ -551,6 +560,10 @@ bool Image::isCompressed() const
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case(GL_COMPRESSED_RED_RGTC1_EXT):
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case(GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT):
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case(GL_COMPRESSED_RED_GREEN_RGTC2_EXT):
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case(GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG):
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case(GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG):
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case(GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG):
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case(GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG):
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return true;
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default:
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return false;
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