Brian R Hill wrote on Wednesday, March 04, 2009 5:41 PM: > // disable clamping > osg::ClampColor* clamp = new osg::ClampColor(); > clamp->setClampVertexColor(GL_FALSE); > clamp->setClampFragmentColor(GL_FALSE); > clamp->setClampReadColor(GL_FALSE); > scene->getOrCreateStateSet()->setAttribute(clamp, osg::StateAttribute::ON | > osg::StateAttribute::OVERRIDE);
I am sad to report that that doesn't work either :( > [email protected] wrote: ----- > > To: "OpenSceneGraph Users" <[email protected]> > From: "Thrall, Bryan" <[email protected]> > Sent by: [email protected] > Date: 03/04/2009 05:05PM > Subject: [osg-users] Float textures seem to be clamped in GLSL > > > I'm rather new to using float textures and GLSL, so maybe I'm missing > something. I'm trying to use a float texture as a lookup table in my > fragment shader. I create the texture using osg::TransferFunction1D (see > attached modified osgviewer.cpp), and use the following in my input > file: > > ---8<--- > 50 > 0 0 0 > 0 0 50 > ---8<--- > > For example: osgviewer --pos implicit.pos implicit_surface.osg > (the shaders need to be in a shaders/ subdirectory under > implicit_surface.osg's directory) > > My shader takes these positions and renders implicit spheres around > them, with the first line of the position file being the radius. > > However, the positions seem to be clamped to [0,1], since the resulting > spheres overlap except for a little bit at the edge (changing the radius > to 1 shows their centers are 1 unit apart). My understanding is that > float textures should be passed through to the shader without clamping. > > Is there something I'm doing wrong with osg::TransferFunction1D, or is > my understanding wrong? > > Thanks, -- Bryan Thrall FlightSafety International [email protected] _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

