Hi Sam, On 5 January 2012 19:19, Sam Corbett-Davies <samcorbettdav...@gmail.com> wrote: > Thanks guys, I ended up using a fragment shaders which was a new experience > for me. Ran into a loss of precision problem as the Kinect produces a 16-bit > depth image but when stored as GL_DEPTH_COMPONENT each RGB channel only has > 8-bits of precision in the shader. I ended up having to store it with > internal format GL_RGB5_A1 and datatype GL_UNSIGNED_SHORT_5_5_5_1 (any other > 16-bit format/datatype pair would do) and manually unpack it in the shader to > get the full precision.
Standard OpenGL doesn't have the high precision types so have a look at the extensions, I'm afraid I don't recall them off the top of my head so you'll need to go have a look at OpenGL extension docs. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org