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



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