OpenGl 16 bit display via Tao/C#
I have some scientific image data that's coming out of a detector device in a 16 bit range which then gets rendered in an image. In order to display this data, I'm using OpenGL, because it should support ushorts as part of the library. I've managed to get this data into textures rendering on an OpenGL 1.4 platform, a limitation that is a requirement of this project. Unfortunately, the resulting textures look like they're being reduced to 8 bits, rather than 16 bits. I test this by generating a gradient image and displaying it; while the image itself has each pixel different from its neighbors,