View Full Version : High Res Textures
06-06-2005, 11:02 AM
I am doing some volume rendering of CT data using 3D textures. The CT data is 12 bit data. In the past I have converted this to 8 bit data and stored it in unsigned chars. I would now like to leave it alone and store it in unsigned shorts. When I do this, the image that is displayed is very dark. It is not the same image as the 8 bit image. Is there a trick to passing in texels that are not of type UNSIGNED_BYTE?
06-06-2005, 12:28 PM
Maybe you just need to shift your 12 bits values 4 bits to the left (x16) so that they match the 16 bits of unsigned short ?
06-06-2005, 01:13 PM
I ended up scaling my input value by using glPixelTransfer to make them 16 bit. Then I asked GL to store the texture internally as 12 bit when I created my texture. Is the bit shifting a better solution?
06-06-2005, 01:51 PM
I tried the bit shift, and it produced an image that looked good. However, it was not numerically accurate. The pixel transfer equation was right on. Thanks for your help.
Powered by vBulletin® Version 4.2.2 Copyright © 2016 vBulletin Solutions, Inc. All rights reserved.