Hi,
I've got another idea, could it be, that the fboviewport, which yvonne
send to and which is of opensg 2.0a, does not work correctly. Could that
be the reason?
Oliver
Oliver Kutter schrieb:
Hi,
that does not work, too. It says (just like before) "error in texture
creation", when i choose another format than the opensg supported
formats.
bye
Oliver
Andreas Zieringer schrieb:
Hi Oliver,
what happens if you replace GL_RGBA32F_ARB with GL_FLOAT_RGBA32_NV?
If it is not defined just define it yourself.
#define GL_FLOAT_RGBA32_NV 0x888B
Andreas
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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