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





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