Hi Robert,Yup. This is what I eventually ended up doing. I hadn't previously
known the exact
usage for the "internal format" parameter when specifying textures in GL but
after some digging last night I figured it out.
Anyway, thanks!
biv
On Dec 12, 2007 3:54 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:

> Hi Gerrick,
>
> You could play with using the Texture::setInternalFormat(GLint) method.
>
> Robert.
>
> On Dec 12, 2007 12:07 AM, Gerrick Bivins <[EMAIL PROTECTED]> wrote:
> > Hi all,
> > I think I know the answer but just in case I'm overlooking something I
> > thought I'd ask.
> > What is the most efficient way to convert the osg::Image loaded from
> > osgDB::readImageFile() to another format, specifically RGBA 32-bit
> > floating-point for use
> > in a vertex shader? I can do a "brute force" method but if there's a
> better
> > way, I'd go for that.
> > biv
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> >
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> >
> >
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