Hi Stefano,

Stefano wrote:
> nope.. i was wrong.. now i can succesfully take the rendering.. but as
> TextureGrabBackground (and Foreground also) use glCopyTexSubImage2D to
> copy the rendering, they will clamp the values between [0,1].. so all
> i am getting is a LDR render in a float16 image
> 
>         "The pixels in the rectangle are processed exactly as if
>         glCopyPixels had been called, but the process stops just
>         before final conversion.  At this point, all pixel component
>         values are clamped to the range [0, 1] and then converted to
>         the texture's internal format for storage in the texel
>         array."
> 
> any suggestions?

According to the ARB_color_buffer_float spec that should be possible with 
glClampColorARB(GL_FRAGMENT_COLOR_CLAMP_ARB, GL_FALSE); I'm not sure how that 
interacts with rectangle textures, but you should be able to use ARB_npot 
instead if needed.

OpenSG currently doesn't provide that method, you will have to get it from 
OpenGL yourself (or register it with OpenSG and get it from there).

Hope it helps

        Dirk

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