Robert (and others),

I'm using the HDR loader to load HDRE images; if you ask it convert to
floating point, it converts to 4 byte floats - i.e. RGB32F.

Unfortunately, I want/need linear filtering on the texture, so need to
"drop" this image down to RGB16F. I've tried
texture->setSourceFormat(GL_RGB32F), and
texture->setInternalFormat(GL_RGB16F), when attaching the image, but still
no LINEAR filtering. To tell you the truth, I'm still pretty puzzled about
what texture->setSourceFormat actually does.  This may be due to my card
being old and infirm (does anybody know if an ATI Radeon 9600 supports
GL_LINEAR on GL_RGB16F)?

Lastly, I have to do some image manipulation on the source image, so need to
do read/write half floats, something like (for reading)

   osg::Vec3 colour;
   half* ptr = (half*) image->data(col,row);
   colour[0] = (float) *(ptr++);
   colour[1] = (float) *(ptr++);
   colour[2] = (float) *ptr;

and a similar operation in reverse for writing.

Am I missing some easy trick here?

David
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