Re: Texture compression
Posted by
Sven Gothel on
Oct 19, 2015; 12:37pm
URL: https://forum.jogamp.org/Texture-compression-tp4032185p4035515.html
On 10/19/2015 01:27 PM, elect [via jogamp] wrote:
> gouessej wrote
> There is already a very capable general purpose API to handle textures in
> JOGL and it's possible to write some SPIs based on third party libraries.
> It's viable. For example, you can write some code based on Apache Commons
> Imaging and call your methods in a SPI for JOGL.
>
> I'm harsh but I agree with Sven, we want you to succeed.
>
> I am sorry but it is not at all very capable nowadays. TextureData is
> basically an old texture2D-oriented class.
>
> Let me bring some observations:
>
> - it does not have depth (only width, height)
Elect, now I am getting a bit out of patient here,
yes ofc - we have to enhance Texture and TextureData,
for crying out loud.
:)
>
> - it has an int to represent the internalFormat, an GLPixelAttributes object
> for the pixel type and the format amd a ColorSpace object. There is no clean
> way (sometimes just no way) to put all these entities in relationship between
> each other. You can't go from one to the other. Only internally in the
> GlPixelAttributes there is a small convertion to retrieve the internalFormat
> but that's all if I didn't miss anything else.
>
> - it does not have any awareness of layers, faces and swizzle. This reflects
> on the missing of a method to retrieve the (sub)data of the texture at (layer,
> face, level).
yes .. as mentioned in at least one bug report for enhancement.
Again, I put your post into the category of 'whining',
just to be clear.
Also, if nothing will condense, well - I or Julien will have to make the
enhancement ourselves. But that is OK. Just tired of this discussion
and I would prefer to see actual work.
~Sven