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 ------------------------------------------------------- This SF.Net email is sponsored by: SourceForge.net Broadband Sign-up now for SourceForge Broadband and get the fastest 6.0/768 connection for only $19.95/mo for the first 3 months! http://ads.osdn.com/?ad_id=2562&alloc_id=6184&op=click _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
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