Hi,
why are you not reading the floating point values directly from the FBO
without worrying about the final frame buffer precision?
Have a look at the callback in osgmultiplerendertargets for the GL_FLOAT
case. You can get a CPU copy of your floating point FBO and manipulate
the data as you want.
cheers
jp
Brian R Hill wrote:
I think I found the reason. It looks like X windows doesn't support
floating point pbuffers.
Brian
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To: OpenSceneGraph Users <[email protected]>
From: Brian R Hill/DEF/c...@csc
Sent by: [email protected]
Date: 08/04/2009 06:02PM
Subject: [osg-users] Offscreen Rendering - clamping problem
Folks,
Sorry for another post on this subject. I just can't figure out how to
disable the clamping of the output. I'm want to render offscreen without a
window with 32 bit floats.
Attached is the sample code I'm working with, it's based on the
osgscreencapture.cpp example. It uses a shader to write an input uniform
float "val" to the pbuffer. The "val" varies from -1.0 ... 2.0.
Any help would be appreciated.
Thanks,
Brian
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