John Donovan schrieb:
> 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
> 

Thanks, you're right. Writing to gl_FragData[0] in the fragment shader
gives unclamped results in my setup.

Fine!

Ralph

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to