[osg-users] how to render 16bit depth image
Sebastian Messerschmidt
sebastian.messerschmidt at gmx.de
Tue Jul 19 01:35:13 PDT 2016
Hi Bruno,
> 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"
The source type needs to be GL_RGBA_INTEGER_EXT afaik when using integer
textures.
> Alternatively, how can I replace the macros in that setImage function
> call?
Which macros? The GL_ are constants.
Cheers
Sebastian
>
> 2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt
> <sebastian.messerschmidt at gmx.de <mailto: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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>> osg-users at lists.openscenegraph.org
>> <mailto:osg-users at lists.openscenegraph.org>
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>
>
>
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