Hi Gerrick,
You could play with using the Texture::setInternalFormat(GLint) method.
Robert.
On Dec 12, 2007 12:07 AM, Gerrick Bivins [EMAIL PROTECTED] wrote:
Hi all,
I think I know the answer but just in case I'm overlooking something I
thought I'd ask.
What is the most efficient way to
Hi Robert,Yup. This is what I eventually ended up doing. I hadn't previously
known the exact
usage for the internal format parameter when specifying textures in GL but
after some digging last night I figured it out.
Anyway, thanks!
biv
On Dec 12, 2007 3:54 AM, Robert Osfield [EMAIL PROTECTED]
Hi all,I think I know the answer but just in case I'm overlooking something
I thought I'd ask.
What is the most efficient way to convert the osg::Image loaded from
osgDB::readImageFile() to another format, specifically
RGBA 32-bit floating-point for use
in a vertex shader? I can do a brute force
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