Quote:Original post by lonesock
Regarding the NPOT textures, what if the user does not specify SOIL_FLAG_POWER_OF_TWO or SOIL_FLAG_MIPMAPS and the texture is not already a POT, then SOIL could use GL_TEXTURE_RECTANGLE_ARB automatically?
I didn't read this carefully enough the first time round - one needs to be able to specify that the texture be loaded as GL_TEXTURE_RECTANGLE, even if the image is already Po2. This is because Po2 textures use pixel-based texture coordinates rather than normalised, so if one loads the wrong type by mistake, the GUI texturing blows up.
Quote:Original post by Merick Zero
When using the SOIL_LOAD_RGBA flag, how about adding another argument that can let you specify a color value for a transparency mask for images that don't normally have transparency like bmp?
I don't like this idea. You want to increase the library complexity to make up for a deficiency in the art pipeline - it offers much more control if you use photoshop/Gimp to generate the alpha channel (and then use a format that support alpha, i.e. png), than if the programmer does it from a color/pixel value.
Basically, it is a classic case of separation of responsibility: SOIL's job is to load images into byte buffers/textures, and the artist's job is to ensure the images contain the necessary data.