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SoDataSetuseCompressedTexture Property

Controls use of OpenGL lossy texture compression for RGBA data (if available).

Namespace: OIV.LDM.Nodes
Assembly: OIV.LDM (in OIV.LDM.dll) Version: 10.12.3.0 (10.12.3.0)
Syntax
public SoSFBool useCompressedTexture { get; }

Property Value

Type: SoSFBool
Remarks

Default is true.

A significant advantage of compressed textures is that they conserve texture memory space. At the moment, the extension works on RGBA textures only, not on paletted textures. The compression factor is about 5.

A potential drawback of compressed textures is that lossy compression can result in values on the GPU that are slightly different from the actual value in the volume. For example "gray scale" colors could have a slight color in some cases. You should always set this option to false when using "RGBA" data to store 32-bit "id" values.

See Also