Hi Robert,

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.

Thats exactly what I was asking for. Lets either fix Image::readPixels to preserve internalTextureFormat, or Image::allocateImage to not change it.

Cheers,
Wojtek


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