Ralph Kern wrote: > Hi, > > I now managed to get true float values out of the render buffer by > specifying >>> image = new osg::Image; >>> image->allocateImage(width, height, 1, GL_RGB, GL_FLOAT); >>> image->setInternalTextureFormat(GL_RGB32F_ARB); >>> viewer->getCamera()->attach(osg::Camera::COLOR_BUFFER, image.get()); > > But the values are still clamped to 1.0. Any idea to get around that? > > regards Ralph
A fragment shader is what you need I think. Make sure you write to gl_FragData rather than gl_FragColor, otherwise it'll still be clamped. I'm a bit busy at the moment, so I can't help you further, but I'm sure others will be generous with their time :) -J ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org