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 > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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