[osg-users] how to render 16bit depth image
Sebastian Messerschmidt
sebastian.messerschmidt at gmx.de
Wed Jul 20 03:56:49 PDT 2016
Hi Bruno,
> I intend to render a 16 bit per channel, 4 channel image, i.e., each
> pixel is 4 x unsigned 16bit (uint16_t) RGBA, leading to 64bit per pixel.
This clarified you probably need:
internal: GL_RGBA16UI
format: GL_RGBA
type: GL_UNSIGNED_SHORT
https://www.opengl.org/sdk/docs/man/docbook4/xhtml/glTexImage2D.xml
Hope that helps
Cheers
Sebastian
>
> 2016-07-20 8:48 GMT+01:00 Sebastian Messerschmidt
> <sebastian.messerschmidt at gmx.de <mailto:sebastian.messerschmidt at gmx.de>>:
>
> Hi Bruno,
>> Ok so I meant GL_ vars. Could you suggest any code for
>> substituting that setImage line? Thank you
>
> To what end? You haven't told us, what you want to achieve, except
> from using integer.
> If you want to fill it with 16bit integer values you probably need
>
>
> internal: GL_R16UI
> format: GL_RED_INTEGER
> type: GL_UNSIGNED_SHORT
>
> will give you a format, where the red channel is 16bit with
> unsigned values and your source type is unsigned short values.
>
> Cheers
> Sebastian
>
>>
>> On 19 Jul 2016, at 09:35, Sebastian Messerschmidt
>> <sebastian.messerschmidt at gmx.de
>> <mailto: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
>>>> <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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