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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