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.
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