Hi Martin,

The osg::Image::setInternalTextureFormat(..) only affects what the
osg::Texture will do with passing the image data to OpenGL.  In you
case you have an Image that is full 32bit floats, it won't store the
image data as 16bit floats, it's only down on the GPU that you'll find
the 16bit floats.

Given this it's not surprising that the tiff plugin won't write half
floats, and it only has full floats to write out.  I'd be surprised in
tiff even supports 16bit floats.   Tiff will support ushort images
though, so perhaps this is the route you should go.

Robert.

2011/3/4 "Martin Großer" <[email protected]>:
> Hello Ulrich,
>
> yes, the depth = 4 for RGBA, that's right. After the writing I want a 16 bit 
> image (tiff or something linke this). I want to load this in another 
> application and 8 bit per channel (red, green, blue and alpha) is too 
> imprecise. So I need a 16 bit image.
>
> I didn't get errors but the values are false in the image. It looks wrong. If 
> I set all data values to 1.0f then I get a half transparent bluish image.
>
> You see my problem? Or isn't it clear?
>
> Thank you
>
> Martin
>
> -------- Original-Nachricht --------
>> Datum: Fri, 04 Mar 2011 09:06:13 +1100
>> Von: Ulrich Hertlein <[email protected]>
>> An: OpenSceneGraph Users <[email protected]>
>> Betreff: Re: [osg-users] 16 Bit Image
>
>> Hi Martin,
>>
>> On 4/03/11 1:32 , "Martin Großer" wrote:
>> > I would like write a 16 bit image. I tried the follow:
>> >
>> > // image Data
>> > float* data = new float[width * height * depth];
>>
>> (float != 16-bit, but float seems to be what you're after?  'depth' == 4?
>> For RGBA?)
>>
>> > // set data to image
>> > img->setImage(width, height, 1, GL_RGBA16F_ARB, GL_RGBA, GL_FLOAT,
>> (unsigned char*) data, Image::USE_NEW_DELETE);
>> >
>> > osgDB::writeImageFile(*img, "test_image.tiff");
>> >
>> > How can I do this?
>>
>> My divining rod seems to be broken.  What is the problem again?
>> Do you get an error?  Does it crash?  Does it look wrong?
>>
>> Cheers,
>> /ulrich
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