From: Daniel Williams (dwilli++at++comcast.net)
Date: 02/05/2003 16:05:53
Specifically, GL_ARB_texture_compression and
EXT_texture_compression_s3tc. I'm trying to load some texture data
that has been formatted in DXT1 form into Performer like this:
pf_texture = new pfTexture();
pf_texture->setFormat(PFTEX_INTERNAL_FORMAT,
GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
pf_texture->setFormat(PFTEX_IMAGE_FORMAT, GL_RGB);
pf_texture->setImage(data, 3, width, height, 1);
Not shown (for brevity) is the mipmap loading code. Non-compressed
data (using different internal formats) works fine.
I know that the data is good and that my HW/SW setup can handle it
because I can write an OpenGL program that displays the texture as it
should be shown:
glCompressedTexImage2D (GL_TEXTURE_2D, 0,
GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
width, height, 0, size, data);
I did notice that if my OpenGL program uses glTexImage2D instead of
glCompressedTexImage2D I get a display of random colors like I
get in my Performer program. Clue?
My setup is:
Red Hat Linux release 7.2 (Enigma)
OpenGL renderer string: GeForce4 Ti 4200/AGP/SSE2
OpenGL version string: 1.4.0 NVIDIA 41.91
Thanks for any help.
Daniel Williams
Independent Consultant
http://danielwilliams.org
This archive was generated by hypermail 2b29 : Wed Feb 05 2003 - 16:08:59 PST