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

Bruno Oliveira bruno.manata.oliveira at gmail.com
Tue Jul 19 15:11:41 PDT 2016


Ok so I meant GL_ vars. Could you suggest any code for substituting that setImage line? Thank you

> On 19 Jul 2016, at 09:35, Sebastian Messerschmidt <sebastian.messerschmidt at gmx.de> wrote:
> 
> 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>:
>>> 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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>> 
>> 
>> 
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