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

Bruno Oliveira bruno.manata.oliveira at gmail.com
Tue Jul 19 01:31:32 PDT 2016


Sorry but I didn't quite catch that.
What do you mean by "but I thing you need to use GL_RGBA_INTEGER_EXT as
source"
Alternatively, how can I replace the macros in that setImage function call?

2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschmidt at gmx.de>:

> 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?
>
>
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