Hi David,

I haven't double any work of half floats so can't provide any
guidance.  The best I can do is suggest is read ATI and NVidia docs.

W.r.t Radeon 9600, its getting a bit long in the tooth, and ATI
drivers aren't great, why not upgrade to a Geforce 8800?

Robert.

On 3/10/07, David Spilling <[EMAIL PROTECTED]> wrote:
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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