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

