You could approach by overriding the default createTexture() method in the
ssgLoaderOptions class, which is then used by almost all 3D loaders. To do
that:
class LoaderOpts_CustomCreateTextures : public ssgLoaderOptions
{
public:
virtual void createTexture( char* tfname, int wrapu, int wrapv, int mipmap )
{
// fill it with your code
// refer to the default ssgLoaderOptions::createTexture in ssgLoad.cxx
}
}
LoaderOpts_CustomCreateTextures loader_opts;
ssgSetCurrentOptions( &loader_opts );
// all further calls to ssgLoad() will call
LoaderOpts_CustomCreateTextures:createTexture()
Greetings -
Paolo
Scrive Jan Reucker <slo...@gm...>:
> Hello,
>
> I'm planning to create my own ssgTexture classes, because I need
> some special handling not covered by the standard ssgTextures:
>
> - subdivision of large bitmaps (1536x1536 or 2048x2048) into
> small textures suitable for the given OpenGL implementation
> - no mipmapping
> - GL_CLAMP_TO_EDGE, if supported by the implementation,
> GL_CLAMP otherwise
>
> Creating the texture class wouldn't be a problem, but I'd
> like to use SSG's bitmap loaders to get access to all
> supported file types at once. The only problem is that the
> loader routines automatically call ssgMakeMipmaps() to create
> the textures which is, in my situation, not applicable.
>
> Wouldn't it be a useful extension to SSG if the loaders could
> be accessed separately if someone only needs the raw pixels?
> What do you think?
>
> Kind regards,
> Jan R.
>
> --
> Jan Reucker
> email: jan dot reucker at web dot de
> web: http://www.reucker-online.de
>
>
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