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31  Crystal Space Development / Support / Texture Display and/or Compression Question on: August 10, 2009, 08:53:11 pm
Version of CS – CS stable 1.2.1
Version of CEL – CEL stable 1.2.1
Version of winlibs package (if on windows) – Corresponding 1.2_002
Operating system – Windows XP
Compiler – MSVC++ 2005
Video card – ATI Radeon X1650 PRO
Driver – Version 8.282.0.0


Hello, knowledgeable and insightful crystallized people.

I'll cut right to the chase:
Problem: I cannot figure out how to display csSimplePixmaps as uncompressed textures (based on the HOWTO::Loading Images for Pixmaps).
Reasons: I want to create a background image (back behind the 3D meshes) that is high quality and compressed images are just too poor in display quality.

Additional:
My first choice was to use CEL's billboard system which worked great at first because that can all be done in map files and use textures directly from map files with the XML flag <class>nocompress</class> working conveniently. To my dismay, it seems that billboards render after meshes meaning that they overlap the mesh, thus hiding them, and I could not find any way to allow meshes to be displayed in front of the billboard.
My second option was to revert back to CS's SimplePixmaps, as I have tested these out and know that when I code
"pixmap_->DrawScaled(g3d_, 1, 1, g2d->GetWidth(), g2d->GetHeight());" within the ProcessFame(), after "g3d_->BeginDraw(...);" and before "view_->Draw();" the images displays as a background image (in the background; behind the meshes). But, I cannot find a way to have that image look better i.e. leave the texture uncompressed. Also, I am weary of this method because, with it, I cannot use CEL's camera system and I fear that will complicate matters using CEL.
I assure you that I’ve been up and down the manual, all over the API, going on 5 days of trial and error over this for a number of hours each day before my mind goes numb trying to solve this problem. No worries about that…I’ve spent weeks mind numbingly trying to solve ridiculous bugs like …over indexing arrays… I did find some things in the API such as setting a ‘Texture Class’ to the iTextureHandle, but I think that is beyond the scope of my knowledge.

Danke. Gracias. Thanks.

UPDATE: SimplePixmap texture compression question answered: give an argument i.e.  ‘nocompress’, ‘normalmap’, or ‘lookup,’ to iTextureHandle::SetTextureClass(const char*). How did I not get that before? I’d better stop posting before I do something stupid again, heh.
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