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HellspawnLucifer

OpenGL Problem with 16 bit Alpha

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Hello, I am writing a medical graphics application for which I need 16 bit grayscale images to be uploaded to OpenGL. For this, I decided to upload the textures as 16 bit alpha (or luminance). The call I'm using to do this is, [MipMapped] Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, 1, loader.ImageWidth, loader.ImageHeight, Gl.GL_ALPHA, Gl.GL_UNSIGNED_SHORT, data); [Non-mipmapped] Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_ALPHA16, loader.ImageWidth, loader.ImageHeight, 0, Gl.GL_ALPHA, Gl.GL_UNSIGNED_SHORT, data); where data is, in both cases, a single dimensional array of ushorts. I'm performing all the fragment operations in a pixel shader (GLSL), which looks like uniform sampler2D Texture0; uniform float invWindowWidth; uniform float intercept; varying vec2 texCoord; void main(void) { float luminance = texture2D(Texture0, texCoord).a; // a linear transfer function that maps the 16 bits of a component // to the 8 bits per component of the framebuffer luminance = (invWindowWidth * luminance) + intercept; gl_FragColor = vec4(luminance, luminance, luminance, 1.0); } I know that the pixel shader works, because I tried putting the high byte in G and the low byte in B and uploading as an RGB texture. But when I change the shader to use the single Alpha component, I get a full white texture. Can someone point me to some code/examples that use 16 bit alpha textures? Any help would be greatly appreciated. Any alternative ways to upload 16 bit per component textures are also welcome, although I would prefer to use an ARB or an EXT extension as opposed to a vendor specific extension. Regards, Ananth B.

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