aFormat = GL_DEPTH_COMPONENT;
aType = GL_FLOAT;
break;
+ case Image_Format_RGF:
+ aFormat = GL_RG;
+ aType = GL_FLOAT;
+ break;
case Image_Format_RGB:
aFormat = GL_RGB;
aType = GL_UNSIGNED_BYTE;
case Image_Format_GrayF:
case Image_Format_BGRF:
case Image_Format_BGRAF:
+ case Image_Format_RGF:
return Standard_False;
case Image_Format_BGRA:
case Image_Format_BGR32: