[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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>
>
>
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