I need to retain my texture information in a full 32 bit float format as my textures store temperature values in high precision celsius units. I added a parser to GDAL to load my terrain and texture datasets from their respective file formats and that part is working just fine.
Looking over the osgDem options I see --RGBA32F and --RGB32F options but what I need is a --LUMINANCE32F option. So, I am digging through the code to figure out how to do this. I have found the point in Destination.cpp where the image sets are being retrieved and I checked the GL pixel format and data type of the image instances at that point. They show GL_FLOAT as the pixel data type and GL_RGBA as the pixel data format. Can you direct me to the point that the incoming texture data is being converted from GL_LUMINANCE32F to GL_RGBA? I would like to modify it so that my textures were not chopped and quantized so that I can retain the incoming precision and units. Thanks, Paul ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50651#50651 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org