Hi Enrico,

actually I've asked for that some time ago, but I guess due to sourceforge's archive delay you won't able to find it.

There are basically two ways to do that (Dirk told me the easier one afterwards...;)): For simply using that 16 Bit datatype - I suppose we're talking about "half" in NVidia-lingo - for images/textures only, you can get away with building an already supported Int16-image and put the half data into it. More work would be the way I did it for my application where I added a new datatype "Real16" to OpenSG, which maps to half where supported, to standard float otherwise. To get everything working lots of conversion stuff, traits etc. had to be written; but once I've been thru this, everything works fine for me with delivering half-textures (directly from OpenEXR) right into the fragment-shaders (with fp30 profile).


Hope it helped a bit,
Matthias



On 18 May 2004 10:57:55 +0200, Enrico Borrione <[EMAIL PROTECTED]> wrote:

thanks to your help the cube map finally started to work...
i have just a little question. I tried to search the boards for an
answer, but it looks like no one asked it before:
does Opensg supports the new 16 bit floating point textures?
in opengl i'd call em GL_RGB16...

thx enrico



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