Hi Bruno,
I intend to render a 16 bit per channel, 4 channel image, i.e., each pixel is 4 x unsigned 16bit (uint16_t) RGBA, leading to 64bit per pixel.
This clarified you probably need:
internal: GL_RGBA16UI
format: GL_RGBA
type: GL_UNSIGNED_SHORT


https://www.opengl.org/sdk/docs/man/docbook4/xhtml/glTexImage2D.xml

Hope that helps
Cheers
Sebastian

2016-07-20 8:48 GMT+01:00 Sebastian Messerschmidt <[email protected] <mailto:[email protected]>>:

    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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