Sharon Clay (src++at++rose.asd.sgi.com)
Mon, 17 Jun 1996 11:58:47 -0700
Not the same number of bits per txel, but note that
the formats you use do have to match the number of components that you have.
Note that there are separate formats for RGB_4 and RGBA_4, for use
with 3 and 4 component textures, respectively.
However, that doesn't explain an infinite loop.
What kind of graphics hardware are you using?
Can you run the program single process under dbx and ctrl-c it when
it hangs and then do a 'where' to get the stack trace and send it to us?
Thanx!!
src.
->
-> // read raster file using Image Vision Library
-> ...
-> ilConfig ilC(ilUChar,ilInterleaved,size.c,channelList,0,ilUpperLeftOrigin);
-> int lineLen=((xSizeTexTile*size.c+3)/4)*4;
-> unsigned char *imgBuffer=(unsigned char *)pfMalloc(lineLen*ySizeTexTile,pfGetSharedArena());
-> image->getTile(xOrigTex,yOrigTex,xSizeTexTile,ySizeTexTile,imgBuffer,&ilC);
-> delete image;
->
-> // Format the Texture
-> texture->setImage((uint *)imgBuffer,size.c,xSizeTexTile,ySizeTexTile,size.z);
-> texture->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
-> texture->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_RGB_4);
->
-> texture->format();
-> //^^^^^^^^^^ that's where the program doesn't advance anymore
-> ...
->
->Ciao
->
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+>---- End of excerpt from Martin Suter
--
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Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src++at++sgi.com (415) 933 - 1002 FAX: (415) 965 - 2658 MS 8U-590
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