> I'm currently trying to build a gradient y texture to generate a 16 bit
> heightfield from an isosurface terrain.
I confess I don't really understand what you are doing. Are you
trying to simulate the freaky TGA red/green 16-bit hack? Why not
just apply gradient y to the isosurface and output a 16-bit PNG
using +FN16 or Bit_Per_Color = 16?
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