Hi Robert,

two additions...

1. the hdr values also get destroyed by texturecubemap if you allow
the default texture filter to be used. I had to change this to
osg::Texture::Linear or else texturecubemap creates mipmaps and
rescale the texture and destroys the hdr values.

2. it seems that texture2D has by default not to make mipmaps and
texturecubemap by default makes them??? which makes things a little
confusing.

hope this helps,
Peter Wraae Marino

On Tue, Jan 12, 2010 at 11:07 AM, Peter Wraae Marino <[email protected]> wrote:
> Hi Robert,
>
> yes.. just completed the test now.. and using squared hdr textures does work.
>
> regards,
> Peter Wraae Marino
>
>
> On Tue, Jan 12, 2010 at 10:06 AM, Robert Osfield
> <[email protected]> wrote:
>> Hi Peter,
>>
>> The scaling is done with glu and it probably doesn't support the all
>> new float formats so this may well be the issue.
>>
>> Have you been able to correct your texture dimensions and get it working?
>>
>> Robert.
>>
>> On Tue, Jan 12, 2010 at 8:51 AM, Peter Wraae Marino <[email protected]> 
>> wrote:
>>> Hi osgUsers,
>>>
>>> followup:
>>>
>>> been debugging the texturecubemap because it seems like it was the sinner.
>>> my debugging has brought forth that the texture given must be squared
>>> for cube-maps
>>> .. i did not know that.. the texturecubemap does some rescaling and when it 
>>> does
>>> this it destroys all hdr values. Apparently the rescalling the
>>> texturecubemap uses
>>>  can't handle textures with floats.
>>>
>>> is this correct?
>>>
>>> Peter Wraae Marino
>>>
>>> On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino <[email protected]> 
>>> wrote:
>>>> Hi osgUsers,
>>>>
>>>> I've been doing some testing on HDR with a backdrop with a .hdr image
>>>> using osg::Texture2D for the backdrop works great.. really nice HDR 
>>>> effects.
>>>>
>>>> using osg::TextureCubeMap results with textures loosing values over 1.0
>>>> and resulting with a rainbow effect of colors in those areas
>>>>
>>>> in short:
>>>>
>>>> this doesn't work:
>>>>        osg::TextureCubeMap* texture = new osg::TextureCubeMap;
>>>>        osg::Image* pImage = osgDB::readImageFile("vinesunset.hdr");
>>>>
>>>>        texture->setInternalFormat( GL_RGB16F_ARB );
>>>>        texture->setResizeNonPowerOfTwoHint(false);
>>>>
>>>>        texture->setImage( 0, pImage );
>>>>        texture->setImage( 1, pImage );
>>>>        texture->setImage( 2, pImage );
>>>>        texture->setImage( 3, pImage );
>>>>        texture->setImage( 4, pImage );
>>>>        texture->setImage( 5, pImage );
>>>>
>>>> this works:
>>>>        osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D(
>>>> osgDB::readImageFile("vinesunset.hdr") );
>>>>        texture->setInternalFormat( GL_RGB16F_ARB );
>>>>        texture->setResizeNonPowerOfTwoHint(false);
>>>>
>>>>        texture->setImage( pImage );
>>>>
>>>> can anyone spot what I'm missing?
>>>>
>>>> --
>>>> Regards,
>>>> Peter Wraae Marino
>>>>
>>>> www.osghelp.com - OpenSceneGraph support site
>>>>
>>>
>>>
>>>
>>> --
>>> Regards,
>>> Peter Wraae Marino
>>>
>>> www.osghelp.com - OpenSceneGraph support site
>>> _______________________________________________
>>> osg-users mailing list
>>> [email protected]
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>> _______________________________________________
>> osg-users mailing list
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>>
>
>
>
> --
> Regards,
> Peter Wraae Marino
>
> www.osghelp.com - OpenSceneGraph support site
>



-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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