Hi Oliver,

On Fri, 2005-08-19 at 20:58 +0200, Oliver Kutter wrote:
> OK, what else can it be?
> 
> I tried the new nvidia drivers and another graphics card. Both gave the 
> same unchanged results.
> I'm using multitextures. Can it be, that I'm accessing another textures, 
> and not that one, I want to access?
> But I'm not changing anything in my application, I only change the data 
> of the image.
> But the failure is still there!

In general if I get unexplainable OpenGL behaviour I run the program
through an OpenGL logger like glIntercept or bugle. Try that and see
whether you get what you think you should.

> And by the ways, I'm searching for another solution. How can I use 64bit 
> floating point textures. I want to create them, access them in the 
> shader and render the result to a render target. I know, that I cannot 
> use the framebuffer, but what can I use instead? 

FBOs support floating point targets.

> I wonder, if I can use 
> the OpenSG Image Objects for creating 64bit textures?

Sure. Just create it as a float image (type=OSG_FLOAT16_IMAGEDATA or
OSG_FLOAT32_IMAGEDATA) and tell the TextureChunk which internal format
you want (probably GL_RGB32F_ARB).

Hope it helps

        Dirk




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