Hi Robert,
 
I modified my code as you suggested.
The warning is gone :-)
 
The framerate is now 10 seconds per frame instead of 30 frames per second.
It does something.
The texture I render to remains black (cleared to black).
 
If I change the setInternalFormat to GL_RGBA then the framerate is up again, 
and the texture gets colors. This works, but then I only have 8 bit in the red 
channel. What I need is as many bits as possible in the red channel, preferably 
32. And I do not need GBA channels.
Do you have a suggestion for me on this one?
 
Viggo> Date: Fri, 30 May 2008 13:25:24 +0100> From: [EMAIL PROTECTED]> To: 
[email protected]> Subject: Re: [osg-users] I get errors when 
trying to render to a luminance buffer...> > Hi Viggo,> > The warning is 
exactly right, pbuffers don't suport multiple render> targets, only 
FrameBufferObjects do.> > Perhaps what you intend it not to use multiple render 
targets, in> which case you should set the Camera attachment to COLOR_BUFFER 
rather> than COLOR_BUFFER0, that later tells the OSG that you want MRT and> 
will be using glFragColor[] in your shaders.> > Also the 
Camera::setDrawBuffer(GL_COLOR_ATTACHMENT0_EXT) is> inappropriate for 
pbuffers.> > Robert.> > On Fri, May 30, 2008 at 1:18 PM, Viggo Løvli <[EMAIL 
PROTECTED]> wrote:> > Hi,> >> > I want to render to a floating point buffer, 
and I set things up like this:> >> > tex->setInternalFormat( 
GL_LUMINANCE16F_ARB );> > tex->setSourceFormat( GL_RED );> > 
tex->setSourceType( GL_FLOAT );> >> > camera->setRenderTargetImplementation( 
osg::Camera::FRAME_BUFFER_OBJECT );> > camera->attach( 
osg::Camera::BufferComponent( osg::Camera::COLOR_BUFFER0 ),> > tex );> > 
camera->setDrawBuffer( GL_COLOR_ATTACHMENT0_EXT );> >> > My fragment-shader 
that write to the surface output the value this way:> > gl_FragData[0].r = 
1.0;> >> > Another fragment-shader reads the surface this way:> > value = 
texture2DRect( id, gl_FragCoord.xy ).r;> >> > I get the following output when I 
try to run my app:> > "Warning: RenderStage::runCameraSetUp(state&) Pbuffer 
does not support> > multiple color outputs."> >> > My app runs, but nothing is 
written to the texture.> >> > Is it possible to set up a surface that holds one 
channel (GL_RED) which is> > an unsigned int of 32 bit resolution? I'd rather 
use that than a float :-)> >> > Viggo> >> > ________________________________> > 
Få Hotmail du også. Windows Live Hotmail nå med 5000 MB gratis> > 
lagringsplass.> > _______________________________________________> > osg-users 
mailing list> > [email protected]> > 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >> 
>> _______________________________________________> osg-users mailing list> 
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