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« on: September 21, 2008, 01:29:50 am »
Hi all, I am writing a 3D engine and I'm trying out SFML for cross platform abstraction (mainly generating an OGL Context). Along the way I thought it might be nice to use some of the features in the graphics library, but I find the GL is abstracted away.
E.g. I was considering using sf::Image to load textures, but I find that Image, more than just decoding the jpg/png/dds, actually encodes the image to DXT (that must be slow!) and binds it to an OpenGL texture. There is then no way of getting to the GLuint texture identified (Image::myTexture).
Is this kind of usage a goal of SFML? If so, could I suggest either:
1. Exposing the GL identifiers, or
2. Expose sf::ImageLoader, separating image decode and DXT encode, or
3. Make sf::Sprite do the texture binding, leaving an unsued sf::Image as just a 'bag of pixels'
Would a patch for either of these be accepted? I'm more for the second or third options, but I'm very new around here.