Hi Brian, yes, you need to disable the OpenGL color value clamping. This can be done by this, I think:
Code: // disable color clamping, because we want to work on real hdr values osg::ClampColor* clamp = new osg::ClampColor(); clamp->setClampVertexColor(GL_FALSE); clamp->setClampFragmentColor(GL_FALSE); clamp->setClampReadColor(GL_FALSE); // make it protected and override, so that it is done for the whole rendering pipeline node->getOrCreateStateSet()->setAttribute(clamp, osg::StateAttribute:ShockedN | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED); cheers, art Brian R Hill wrote: > Folks, > > I've been working with the osgscreencapature example to use pbuffers for > offscreen rendering. I'm having a problem with floating point values being > clamped [0.0 - 1.0]. > > Any ideas on how to turn the clamping off? > > Brian > ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15426#15426 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

