I need to load vertical cross cube maps from openEXR pictures to use it as an environment in an OpenGL scene.
I load 48 bits openexr files using the code provided in the documentation.
the loaded data is stored in a Rgba array where Rgba is this structure:
half r; // red
half g; // green
half b; // blue
half a; // alpha (opacity)
I would know for those who used (or are using) the file format how they adapt this data to the gl representation.
As far as I am concerned, I convert data in a rgb array removing the useless alpha component…
I use GL_RGB16F_ARB internal format and GL_HALF_FLOAT_ARB data type.
But looking at r, g, b, a components in the data, what I see is values between around 0.02 and 0.2 not more than a 10 factor between the smallest and greatest values. Astonishing with a HDR cube map no?
What do you think about it for those who use openEXR?