Michael
> - With the option "RGB8" ( osgDB::ReaderWriter::Options( "RGB8" ) > ) > > o The image is converted to LDR before being stored in a texture. > > * Doesn't that defy the whole point of being HDR to begin with*? > Yes, although it allows you to at least read in RGBE / Radiance format files, so that you can use HDR assets in LDR pipelines. That's one thing we fall back to - we generate and ship all our assets in HDR, but depending on the eventual hardware, it may fallback to an LDR load if the card can't handle it. > The problem is that my rendering results are different. > Firstly, why "ivec4" in the textureRGBE code? If you try just "vec4" does it get better? I would have thought you wanted floats here... Secondly, could this be an interpolation issue? Is the texture format RGBA8 or 32F (I would have thought that you would be using RGBA8, but you never know). Most of the hardware we support doesn't support LINEAR interpolation on float textures, so we have to do it by hand, as it were. Hope that helps, David
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