Hi,

I think you should use GL_LUMINANCE instead of GL_RGBA too.

Best regards
Raymond


Johannes Leidheiser wrote:
Hi Max,
I think you should use _depth->allocateImage(vec->x(), vec->y(), 1, GL_RGBA, GL_UNSIGNED_BYTE); instead of GL_INT because the color buffer of your graphics card has 8 bit per color channel.
Regards,
jojo

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http://forum.openscenegraph.org/viewtopic.php?p=12205#12205





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