Hi Luca,
I'm working with the average value, I've found some problems, just
like you. For me the two problems are :
- for each new mipmap level, where you have to perform the mean of the
four pixels of the previous level, the mipmap_shader use values of the
first mipmap level of the texture, and not the log10 values of the
previous mipmap level
- the value of the last mipmap level is wrong.
The way I found is :
1. compute the log10 values of the entire texture in a first shader
2. then perform the mipmap with:
osgPPU::UnitInMipmapOut* sceneLuminance = new osgPPU::UnitInMipmapOut();
sceneLuminance->setName("ComputeSceneLuminance");
{
sceneLuminance->generateMipmapForInputTexture(0);
}
3. get the 5th or 6th level of the mipmapped texture, and perform the
mean of this texture in a shader. You'll got your average luminance.
Hope this helps,
Josselin.
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