Hi Aldo,

I looked into your composition and realized that your shader uses a sampler2D 
input for the Map. That will convert the texture for sure, because the input 
isn't matching a square texture.  So your Map texture will get made square 
before going into the shader. I don't know what happens to the bit depth 
thought. Use a sampler2DRect for all your texture inputs.

Actually I tested using the sampler2DRect and the result looks the same. Don't 
know why it converts to 8-bit.

A workaround could be to bring the precision you needed into the 8bit range: 
Use a core image patch to remove the xy-coordinates from the Map-Datat and only 
have the pixel offset stored here. I don't know what your precision depth looks 
like, but I think I could be enough to store -10 to 10 pixels shifts in 256 
steps to get the result correctly. And if you are using RG for X and BA for y 
direction you will get back your 16 bit precision anyways :-)

Writing all this it it could be working if you split the UV-data, which is 
stored in RG currently, into U = R *256 + G ; and V = B * 256 + A; then you 
have a new Map texture wiht 8 bit precision in RGBA that goes into your shader.

Just an idea for a workaround thought.

best,

Achim Breidenbach
Boinx Software
 

On 13.01.2012, at 22:02, Aldo Hoeben wrote:

> 
> > How do I stop the GLSL Shader patch creating an 8 bit texture from my 16 
> > bit image? 
> 
> See the image below. RGBA16 image becomes BGRA8 texture. The same happens 
> when I save the image as a 32 bit float image. Is this just happening on my 
> hardware (Intel HD3000), or is there a way to convince QC to create a 16bit 
> or float texture from my image?
> 
> (yeah, at some point my composition crashed)
> 
> <ghidbdfb.jpg>
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