[osg-users] how to render 16bit depth image

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Tue Jul 19 00:45:50 PDT 2016


Hi,

Your internal format needs to be 16bit per channel to I think, so 
GL_UNSIGNED_INT_8_8_8_8_REV might be inappropriate.
GL_R16UI might do, but I thing you need to use GL_RGBA_INTEGER_EXT as 
source. Alternatively you can use GL_LUMINANCE with GL_LUMINACE16F.

What exactly are you doing with the image?

Cheers
Sebastian
> Hello,
>
> I have a 16bit per channel, 4 channel, image. The format is short 
> (uint16_t). Note that this image is scaled to the full 16bit depth [0, 
> 65536]
>
>
> I have this code that works well for a 8bit, 4 channel image:
>
> osg::ref_ptr<osg::Image> image = new osg::Image();
>  image->setImage(ImageSize, ImageSize,1,
> GL_RGBA8,
> GL_RGBA,
> GL_UNSIGNED_INT_8_8_8_8_REV,
> MyDataPtr,
> osg::Image::NO_DELETE);
>
>
>
> Now I want to por this to 16bit depth.
> How is this done?
>
> I tried
>
>  image->setImage(ImageSize, ImageSize,1,
> GL_RGBA16UI,
> GL_RGBA,
> GL_UNSIGNED_INT_8_8_8_8_REV,
> MyDataPtr,
> osg::Image::NO_DELETE);
>
> But this yields all black textures. How can I do this without 
> converting my 16bit image pixel data?
>
>
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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