I’m trying to save a Kinect/Kinect2 depth texture to a file in a lossless format where it can be read back in and used just like the output of the Depth node. Nothing I have tried so far works.
Is there some way to save a monochrome 16 bit texture to a file that preserves the full 16 bits? The DX9 Writer appears to scale it into 8 bits, losing resolution, and the DX11 Writer appears to just take the low 8 bits or does some kind of normalization, changing the brightness which screws up the depth.
@joreg - yup, just did and it Info does look correct, thanks! I’ll mark this as answered as soon as I verifyy by running it though my pointcloud shader.
But it does look like a bug that the DX9 and DX11 texture writers save out different files, I’ll post a test case and examples. And I just noticed the DX11 Info gives a red enumeration IOBox on the texture format… seems like I’ve seen that elsewhere.