ToolChest
05-27-2004, 02:50 AM
Hello,
I’m currently working on a project that graphs data samples in opengl and then saves or displays the results. The images being generated are gray scale and the file format used when saving requires one 16 or 32 bit value for each pixel.
Question:
How can I render high precision data to the frame, pbuffer, or texture? Is there a way to render to texture using one of the 16 or 32 bit alpha/luminance texture formats? Are these even hardware accelerated?
I know that float buffers are an option, however we’re using a lot of older hardware (GF3-GF4).
Also I don’t mind pulling back RGB data and filtering out the extra components, so long as it works I’ll be happy. :)
-ToolChest
I’m currently working on a project that graphs data samples in opengl and then saves or displays the results. The images being generated are gray scale and the file format used when saving requires one 16 or 32 bit value for each pixel.
Question:
How can I render high precision data to the frame, pbuffer, or texture? Is there a way to render to texture using one of the 16 or 32 bit alpha/luminance texture formats? Are these even hardware accelerated?
I know that float buffers are an option, however we’re using a lot of older hardware (GF3-GF4).
Also I don’t mind pulling back RGB data and filtering out the extra components, so long as it works I’ll be happy. :)
-ToolChest