Hi Wojtek, > So now imagine this case. I want to create texture with RGBA32F internal > format from an Image. I create image and set its internalTextureFormat to > RGBA32. To fill image data I call readPixels from frame buffer. Then I > create Texture from this image and surpirisngly end up with RGBA ubyte > Texture. So I wanted RGBA32F texture but got RGBA. I don't think this is OK.
This suggest to me that one needs to pass more info into Image::readPixels to control the internaltextureFormat, or possible configuring things so that allocate reuses the original setting for internaltextureFormat if its non default setting. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

