On Tue, 2004-05-18 at 04:19, Matthias Biedermann wrote:
> 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.

One additional detail: to use that right you'll have to set the
externalFormat of the Texture to tell OpenGL what format your data
really is.

Adding a real Real16 would make the current Image class explode, so
we'll have to put some effort into redesigning the conversion methods
before that makes sense. Until then using Int16 for storage is hopefully
ok.

Yours

        Dirk




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