I’m trying to load a 16 bit RGB tif (ie: 48 bit total) into a texture, to be used as a uv map.
When I use ofLoadImage to load the TIF, the resulting texture seems to be 8bpp instead of 16bpp
ofTexture mapTexture;
(...)
ofLoadImage(mapTexture, "map.tif");
(...)
mapTexture.draw(0,0);
I’ve also tried loading the TIF into an ofImage first and creating a texture from that. The ofImage seems to be 48bpp, but the resulting texture still seems to be 8bpp.
ofImage mapImage;
ofTexture mapTexture;
(...)
mapImage.setUseTexture(true);
mapImage.loadImage("map.tif");
mapTexture = mapImage.getTextureReference();
(...)
mapTexture.draw(0,0);
So how can I load a 48bit texture?