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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