I am trying to make it work,
using both the hints that i've got here and those ones Mathias gave me.
Actually my code looks like:


// this is the 16 bit real image
LoadImg("3.raw",pixels);
Int16 data2[256*256*3];
RGBme(pixels,256,256,data2);
immagine[3]->set (Image::OSG_RGB_PF,256,256, 1, 1, 1, 0,(UInt8*) data2,
Image::OSG_UINT16_IMAGEDATA);
cubemap->setNegYImage(immagine[3]) ;

.
.
.

cubemap->setMinFilter(GL_LINEAR_MIPMAP_LINEAR);
cubemap->setMagFilter(GL_LINEAR);
cubemap->setWrapS(GL_CLAMP);
cubemap->setWrapT(GL_CLAMP);
cubemap->setEnvMode(GL_MODULATE);
cubemap->setExternalFormat(GL_RGB16);

i am getting no compilation errors,
but neither any output: my sphere is constantly black.

my fp should parse the real16 data all by himself. As for now
is it just a stupid:

TEMP texelcolor;
TEX texelcolor, inTexCoord, texture[0], CUBE;

MUL outColor, inColor, texelcolor;

so my idea is that the cube map is just an array of zeroes...
any clues? 




Il gio, 2004-05-20 alle 18:52, Dirk Reiners ha scritto:
> 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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