12bit textures

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David Slayton (dslayton++at++nvl.army.mil)
Tue, 18 Apr 95 14:10 EDT


   I am currently working on a Performer Based Infra-Red Simulation which
requires the use of 12bit component textures. I have created many variations
of .inta image files, (full 16bit per component, 12 most significant bits pre
component, 12 most significant bits per component right padded with Zero's, 12
least significant bits per component ....) and attempted various combinations
of pfTexFormat calls to specify the internal and external formats of the image.

   We are currently using a modified version of the obj loader (for historical,
open-format, and optimization reasons) and I have tried various attempts at
using pfTexFormat() just before and/or after loading the call to pfLoadTexFile,
and have had worse results than making no call to pfTexFormat() -- the ground
has huge striped sections with mangled/missing texture and the tree polygons
have miniturized multiple mangled tree textures on them.

   The best 12bit image I seem to be able to load (No calls to pfTexFormat()
has a significant striping effect, as if the image were not formatted properly
upon loading. I have an active 1800800SGI call with someone diligently working upon it, but with no success yet.

   Is there anyone out there that has actually achieved 12bit textures per
component in Performer or a Performer/GL hybrid? Does anyone have any
suggestions or examples of how I might achieve 12bit textures?

   Any help available would be greatly appreciated.

Thanks,

   Dave

David A. Slayton E-OIR Measurements Inc.
(703)704-3698 Night Vision and Electronic Sensors Directorate
dslayton++at++nvl.army.mil Ft. Belvoir VA


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