I'm trying to use a float32 image for a texture in a plugin I have written. All 
goes well with the setup (the plugin exits without error) but upon rendering I 
get a seg fault. I initially wrote my code to load a BMP file for the texture 
to verify that there were no issues unrelated to the texture data source. Next 
I dumped my float32 2D array to a file and loaded it into ImageJ to verify that 
there were no issues with my intended texture data. I then replaced the BMP 
loading code with osg::Image::setImage(...) using the float32 2D array as the 
image data as follows:

Code:
   osg::Image* texImg = new osg::Image();
   const float32* pRadiance = frad.mData.get();
   const unsigned char* pData = reinterpret_cast<const unsigned 
char*>(pRadiance);
   unsigned char* pData1 = const_cast<unsigned char*>(pData);
   
texImg->setImage(frad.mXWidth,frad.mYHeight,1,GL_LUMINANCE,GL_LUMINANCE,GL_FLOAT,pData1,osg::Image::NO_DELETE,1);

   osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
   texture->setDataVariance(osg::Object::DYNAMIC);
   texture->setImage(texImg);



Anyone see something here that would cause a seg fault?

Regards,
Paul

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