[sldev] Texture Cache: A summary of The Plan as it stands

Buckaroo Mu sldev at bitparts.org
Sat Jun 14 12:13:02 PDT 2008


Strife Onizuka wrote:
> What most people don't realize is that the client supports TGA images.
> If you just converted incoming images to TGA you wouldn't have to do
> anything fancy to the client to get it to use them. Basically after
> the image was finished downloading you would convert it and change the
> cache entry type. TGA for those who don't know is commonly used as a
> raw image format, it has a header but it is minimal.
>   
>
I thought that was the case, from my browsing the code. The more I look 
at it, the more I doubt that I'm going to be able to implement this 
project myself, but I can definitely make contributions. I just haven't 
had the depth of experience with C++ that I need. However, I did notice 
that the existing code seems to support /reading/ TGA files from the 
cache, it's just that it doesn't support /writing/ to it except in 
JPG2000. I think the first step is going to have to be refactoring the 
interface between llTextureFetch and llTextureCache to include a 
"format" designator, and instead of passing objects of type 
llFormattedImage around, just passing the format ID, raw data, and maybe 
minor header info like dimensions, filesize, and color depth (if 
necessary). I'll see if I can get to work on a wiki page today 
organizing all of this into more or less coherent steps and post a link 
later tonight.

-Buckaroo Mu



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