From: Melchior F. <mf...@ao...> - 2008-10-13 11:29:25
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* Curtis Olson -- Monday 13 October 2008: > Just real quickly, ".rgba" signifies to our .rgb loader > than the texture contains an alpha channel. That would be a rather bad idea, but it doesn't look at the extension at all, and neither do the loaders of plib/osg/gimp/blender/kde. All SGI loaders/writers that I know (or wrote -- KDE's :-) use the ZSIZE in the header to determine the number of layers. The file name extension is only an informal and not even standardized hint for humans. To switch the sky textures to PNG one will have to change the source code, as the file names are hardcoded: cloud.cxx: state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb"); cloud.cxx: state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb"); cloud.cxx: state = SGMakeState(texture_path, "few.rgba", "few_n.rgb"); cloud.cxx: state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb"); moon.cxx: osg::Texture2D* texture = SGLoadTexture2D("moon.rgba", options.get()); oursun.cxx: osg::Texture2D* texture = SGLoadTexture2D("sun.rgba", options.get()); oursun.cxx: texture = SGLoadTexture2D("inner_halo.rgba", options.get()); oursun.cxx: texture = SGLoadTexture2D("outer_halo.rgba", options.get()); Putting these texture names into materials.xml might be a good idea. m. |