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Compressed Textures
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Topic: Compressed Textures (Read 3783 times)
lynnt7
Newbie
Posts: 3
Compressed Textures
«
on:
May 26, 2004, 10:41:49 »
Does anyone have an example for loading ".dds" textures? I don't think i'm getting my pixel data ByteBuffer populated properly.
when calling:
ARBTextureCompression.glCompressedTexImage2DARB(
GL11.GL_TEXTURE_2D,0,
NVTextureCompressionVTC.COMPRESSED_RGBA_S3TC_DXT1_EXT,
width,height,0,size,pixelBuffer);
I get:
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : 11 occurred at PC=0x4207C5FC
Function=memcpy+0x1C
Library=/lib/tls/libc.so.6
Thanks.
Lynn
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anarchotron
Newbie
Posts: 13
Compressed Textures
«
Reply #1 on:
June 15, 2004, 08:18:38 »
What method are you using to generate your pixeldata buffer?
I'd like to use DDS textures as well, but I'm not sure how to load the buffer. ImageIO obviously doesn't do it.
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lynnt7
Newbie
Posts: 3
Compressed Textures
«
Reply #2 on:
June 15, 2004, 08:25:30 »
With a great deal of help from someone much more saavy than I, I have a simple app that loads & displays a DDS Texture. It's basically a Java port of a C++ example available from NVIDIA. It has some proprietary stuff in it to deal with endians - I'll post here when I get a clean example worked up.
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lynnt7
Newbie
Posts: 3
Compressed Textures
«
Reply #3 on:
June 16, 2004, 06:54:29 »
Unbeknownst to me the code makes reference to some third party header files. I'm going to have to do some more checking before I can post the code.
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