Original Post
I have a question about the "type" parameters in function glTexImage2D. Since my original texture data is "short" and has negative value, I use Gl_SHORT first. But, it seems that the negative value in shader is clamped to zero. My solution is: first map the "short" to "unsigned short". Then, inside the shader, map the value back. This solution works.
My question is:
If GL_SHORT can only represent the value between [0, 32767] when the negative value is clamped, GL_UNSIGNED_SHORT with range [0, 65535] would be better choice at any cases, right? not just GL_SHORT but also GL_INT.
Is there some way I can pass the negative value without mapping to positive into the shader?
Thanks a lot.
My question is:
If GL_SHORT can only represent the value between [0, 32767] when the negative value is clamped, GL_UNSIGNED_SHORT with range [0, 65535] would be better choice at any cases, right? not just GL_SHORT but also GL_INT.
Is there some way I can pass the negative value without mapping to positive into the shader?
Thanks a lot.