Hey Ed,

> What model file formats should I look at?
If you save your node out to an ive file, it will preserve your 32bit
textures along with your model.  As for just storing 32 bit textures,
you might have to modify the rgb readerwriter plugin to be able to read
GL_FLOAT values.  The problem is, 3rd party image editors will probably
not know how to read the 32bit texture image.  Also, you can also try
imagej (http://rsb.info.nih.gov/ij/) to read and manipulate 32 bit
images.

> What are some of the tools available that I can use to create models,
and map my textures to said models?
You can use Blender3D to make your models and you can get a plugin to
output in osg format (http://projects.blender.org/projects/osgexport/).


You will probably have to use lo-res textures to get your texture
coordinates mapped to your model using blender.  Then write a simple OSG
program to read in your osg file and replace the lo-res textures with
your 32 bit textures and write that out as ive (you might be able to use
osgedit for this, but I'm not sure). 

Dennis

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ed
Sent: Thursday, March 22, 2007 9:22 AM
To: [email protected]
Subject: [osg-users] Modeling/Texturing Tools Question

I am working on a real-time scene generation app.  I am storing  
non-traditional, i.e. not visual or IR information, in my textures.   
The information I need to store at each texel is 32 bit floating point
RGBA.

What model file formats should I look at?
What texture file format(s) support(s) 32 Bit, Floating Point RGBA
images?
What are some of the tools available that I can use to create models,
and map my textures to said models?

Will OSG Edit fit my needs?

Thanks,
Ed

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