Try to use 
m_rImage->setInternalTextureFormat(GL_LUMINANCE32F_ARB);  

Åsa

-----Ursprungligt meddelande-----
Från: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] För J.P. Delport
Skickat: den 27 augusti 2009 10:50
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] texture to file


Hi,

Peter Wraae Marino wrote:
> Hi osgUsers,
> 
> I'm still battling with the luminance texture to file.
> The problem is I need to save a texture with 32bit floating point 
> value for each pixel in the texture as a file and load it in at a 
> later time. (16bit can also be used if 32bit isn't supported).
> 
> I have tried all these combinations:
> 
> m_rImage = new osg::Image;
> //m_rImage->allocateImage( 1024, 1024, 1, GL_LUMINANCE, GL_BYTE );            
> // fails
> //m_rImage->allocateImage( 1024, 1024, 8, GL_LUMINANCE, GL_BYTE );            
> // fails
> //m_rImage->allocateImage( 1024, 1024, 24, GL_LUMINANCE, GL_BYTE );           
> // fails
> //m_rImage->allocateImage( 1024, 1024, 16, GL_LUMINANCE, GL_FLOAT );  // fails
> //m_rImage->allocateImage( 1024, 1024, 32, GL_LUMINANCE, GL_FLOAT );  // fails
> //m_rImage->allocateImage( 1024, 1024, 24, GL_LUMINANCE, GL_4_BYTES
> );    // fails with crash
> //m_rImage->allocateImage( 1024, 1024, 24, GL_RGB, GL_BYTE );                 
> //
> works ( image 8bit in each RGB )
> //m_rImage->allocateImage( 1024, 1024, 24, GL_RGB, GL_FLOAT );                
>         //
> works ( image 8bit in each RGB ), but all values zero
> //m_rImage->allocateImage( 1024, 1024, 24, GL_RGB, GL_4_BYTES );              
> //
> fails with crash
> //m_rImage->allocateImage( 1024, 1024, 32, GL_RED, GL_FLOAT );                
>         //
> works, but fails when writing image to file

mmm, I think the third parameter of allocateImage is the depth, as in for a 3D 
texture, not bit depth. So for a 2D image should always be 1.

jp

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