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These days you aren't limited to 8 bit texture components. There is a rich set of data formats for textures: 32 bit floats, 16 bit floats, exotic combinations of different length floats per RGB component... I don't know if there is a better way to create your texture offline than write C++ code in simgear. OSG will read a TIFF file with 32bits per component as a floating point texture... assuming you can create such a thing.<ref>{{cite web | These days you aren't limited to 8 bit texture components. There is a rich set of data formats for textures: 32 bit floats, 16 bit floats, exotic combinations of different length floats per RGB component... I don't know if there is a better way to create your texture offline than write C++ code in simgear. OSG will read a TIFF file with 32bits per component as a floating point texture... assuming you can create such a thing.<ref>{{cite web | ||
|url = https://sourceforge.net/p/flightgear/mailman/message/29587121/ | |url = https://sourceforge.net/p/flightgear/mailman/message/29587121/ | ||
|title = <nowiki> Re: [Flightgear-devel] Functions to textures? </nowiki> | |title = <nowiki> Re: [Flightgear-devel] Functions to textures? </nowiki> |