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

Bruno Oliveira bruno.manata.oliveira at gmail.com
Wed Jul 20 05:26:40 PDT 2016


That did the trick. Thank you :)

2016-07-20 11:56 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschmidt at gmx.de>:

> 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>:
>
>> 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> 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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