#endif /* __APPLE__ */
-/* Change thi to one to force interpreting depth buffers as RGBA, which enables
- * visualizing full dynamic range, until we can transmit HDR images to the GUI */
-#define DEPTH_AS_RGBA 0
-
-
namespace glstate {
}
GLenum type = GL_UNSIGNED_BYTE;
+ image::ChannelType channelType = image::TYPE_UNORM8;
-#if DEPTH_AS_RGBA
if (format == GL_DEPTH_COMPONENT) {
- type = GL_UNSIGNED_INT;
- channels = 4;
+ type = GL_FLOAT;
+ channels = 1;
+ channelType = image::TYPE_FLOAT;
}
-#endif
- image::Image *image = new image::Image(desc.width, desc.height, channels, true);
+ image::Image *image = new image::Image(desc.width, desc.height, channels, true, channelType);
if (!image) {
return NULL;
}
Context context;
GLenum type = GL_UNSIGNED_BYTE;
+ image::ChannelType channelType = image::TYPE_UNORM8;
-#if DEPTH_AS_RGBA
if (format == GL_DEPTH_COMPONENT) {
- type = GL_UNSIGNED_INT;
- channels = 4;
+ type = GL_FLOAT;
+ channels = 1;
+ channelType = image::TYPE_FLOAT;
}
-#endif
- image::Image *image = new image::Image(width, height, channels, true);
+ image::Image *image = new image::Image(width, height, channels, true, channelType);
while (glGetError() != GL_NO_ERROR) {}