Hi,

unfortunately, that did not help. :-(

my driver (I think, you mean the graphics driver) is the latest nvidia driver.

I found in another forum a hint, that rendering to float textures might only work, if the texture format is set to GL_FLOAT_RGBA32_NV. But OpenSG 1.6 can't handle this. Now I use OSG_FLOAT32_IMAGEDATA for the image and GL_RGBA32F_ARB for the texture. Is there perhaps another way to solve my problem?



bye
Oliver

Dirk Reiners schrieb:

        Hi Oliver,

On Thu, 2005-10-06 at 18:16 +0200, Oliver Kutter wrote:
Hi all,

I want to do some general purpose computation with shader and want to do some render-to-texture. The result texture is a 16bit float or 32bit float texture. I use a framebuffer object which holds the float texture to render to. Can I render float values to that texture with a shader? Now, when I want the shader to store a value into the texture (with gl_FragColor), which is much bigger than 1.0 (e.g. 50.0), the result in the texture is only 1.0 and not 50.0!

Can anyone help me?

By default OpenGL clamps colors to [0..1]. The ARB_color_buffer_float
extensions adds a new function glClampColorARB(), that can be used to
explicitly turn it on and off. But the spec says that by default only
colors for fixed-point buffers are clamped.
It sounds like that's not what you're seeing, so maybe your driver has a
problem there (or you're not actually getting a float FBO). You can try
setting it explicitly using that function, and see if that helps.

Yours

        Dirk




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