Hi,
Your internal format needs to be 16bit per channel to I think, so
GL_UNSIGNED_INT_8_8_8_8_REV might be inappropriate.
GL_R16UI might do, but I thing you need to use GL_RGBA_INTEGER_EXT as
source. Alternatively you can use GL_LUMINANCE with GL_LUMINACE16F.
What exactly are you doing with the image?
Cheers
Sebastian
Hello,
I have a 16bit per channel, 4 channel, image. The format is short
(uint16_t). Note that this image is scaled to the full 16bit depth [0,
65536]
I have this code that works well for a 8bit, 4 channel image:
osg::ref_ptr<osg::Image> image = new osg::Image();
image->setImage(ImageSize, ImageSize,1,
GL_RGBA8,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
MyDataPtr,
osg::Image::NO_DELETE);
Now I want to por this to 16bit depth.
How is this done?
I tried
image->setImage(ImageSize, ImageSize,1,
GL_RGBA16UI,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
MyDataPtr,
osg::Image::NO_DELETE);
But this yields all black textures. How can I do this without
converting my 16bit image pixel data?
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