Hi Bruno,
Ok so I meant GL_ vars. Could you suggest any code for substituting
that setImage line? Thank you
To what end? You haven't told us, what you want to achieve, except from
using integer.
If you want to fill it with 16bit integer values you probably need
internal: GL_R16UI
format: GL_RED_INTEGER
type: GL_UNSIGNED_SHORT
will give you a format, where the red channel is 16bit with unsigned
values and your source type is unsigned short values.
Cheers
Sebastian
On 19 Jul 2016, at 09:35, Sebastian Messerschmidt
<[email protected]
<mailto:[email protected]>> wrote:
Hi Bruno,
Sorry but I didn't quite catch that.
What do you mean by "but I thing you need to use GL_RGBA_INTEGER_EXT
as source"
The source type needs to be GL_RGBA_INTEGER_EXT afaik when using
integer textures.
Alternatively, how can I replace the macros in that setImage
function call?
Which macros? The GL_ are constants.
Cheers
Sebastian
2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt
<[email protected]
<mailto:[email protected]>>:
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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