Andreas Zieringer wrote:
just a shot into the dark

 ... in exactly the right direction, spot on ;)

did you call glEnable(GL_NORMALIZE) somewhere?

Not me, but the OSGWindow does - and I didn't when I created my fp pbuffer, therefore the normal scale effect. That fixed it (see my other mail of yesterday evening), thanks ;)

I'm at the moment thinking of ways I could use to 'convert' the scene to true HDR, i.e. probably do something to the lightsources? We're currently working on lighting the scene via HDR environment, but this proves to be quite a task - and maybe it would be nice to have artificial lighting as an alternative.

I've found e.g. this article on the matter: http://www.gamedev.net/reference/articles/article2108.asp

But that only partly covers the issue ;) hdr textures are fine, but I'd like to be able to at least work with standard materials as well (and I don't see why I couldn't?). LDR textures are a different matter of course, those might look quite ugly I guess ..

 Best regards,
-.jan.-

--
 Jan Wurster :: developer

 IC:IDO GmbH :: Jurastr. 8 :: 70565 Stuttgart :: Germany
 http://www.icido.de :: phone +49 711 27 303 163


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