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Non-Mipmapped JPG textures (using IJL)?

Started by January 05, 2002 03:36 PM
8 comments, last by icewulf 23 years, 1 month ago
I can't seem to be able to do anything other than mipmap a texture from the IJL (Intel JPEG Libraries). Does anyone know how I can create a different texture type? (tried normal ways... altered a few syntax... nothing worked...) Keep in mind i'm using the IJL... (and C++ nowdays) Update: Or should I try to take on libJPEG? Edited by - icewulf on January 5, 2002 4:41:36 PM
*howl*
non-mipmapped textures are required to have sizes in power of 2''s, ie: 256x256, 512x128, 2x64 and not 200x400, 640x480
life is unfair, take advantage of it.UNMB2 - if the link doesn't work, try clicking it :)
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hi there !
Can u ppl tell me how can i use jpeg as a texture. Pls write down the full funtion for using a jpeg for texture.
thanks
manni
fyi:
http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html
"Can u ppl tell me how can i use jpeg as a texture. Pls write down the full funtion for using a jpeg for texture."

Hmmmm you don''t ask for much... ;¬)

But OK:

GLint tex_handle = ilutGLLoadImage("crappy_quality.jpg");

Thats it. You''ll need DevIL though ;¬)

As i''ve said before, i really really recommend DevIL. Its open source, reads ANY image type, and integrates seemlessly with OpenGL. And you can do stuff like above with one call.

http://openil.sourceforge.net

Dan
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Hi
thanks for the reply but i am not using glut. Now what will the techinique.
Bye
manni
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quote:
Original post by thuned
non-mipmapped textures are required to have sizes in power of 2''s, ie: 256x256, 512x128, 2x64 and not 200x400, 640x480


Well, mipmap texture must also have power of two dimensions. If you say you can upload a non-power of two texture using gluBuild2DMipmaps, then I say that gluBuild2DMipmaps scales the image to a power of two before it''s actually uploaded to OpenGL.
quote:
Original post by soreno
fyi:
http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html


I''m not sure, but with the IJL it might be possible to save 32bit jpg and so you can save alpha. the quality depends on the setup. but for games it''s ok, for creating levels you can use bmp or tga or whatever but later, to save memory, save all textures as jpg.

dxt is also well compressing, on the nvidia site there are some plugins for photoshop and 3dsmax, so it''s easy to use dxt to make levels and then load compressed textures to the own engine.

rapso> I do not agree with you. You don''t save memory by using jpgs, you save disk space. What is it that IJL actually does? It decompresses a jpeg into a structure of "usefull" data like RGB(A) that is easy to use in opengl.
quote:
Original post by immy

thanks for the reply but i am not using glut. Now what will the techinique.



No glut involved! the function call is from the ilut header - the DevIL utility toolkit.

[size="1"]

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