HI Juan,

Clamping to 0.0 to 1.0 range is standard for OpenGL texturing.  I
believe this now a new GL extension for a float format that isn't
clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and
other places online for further info.

Robert.

On Mon, Sep 20, 2010 at 6:14 PM, Juan Hernando <[email protected]> wrote:
> Dear all,
> I'm writing some GLSL code that needs to access a 1D floating point texture
> as input in a vertex shader. My problem is that I'm getting
> clamped/normalized (not sure which one) values inside GLSL instead of the
> full range values.
>
> For debug purposes I've setup a dummy texture like this:
>  osg::Image *image = new osg::Image;
>  float *tmp = new float;
>  image->setImage(1, 1, 1, GL_R32F, GL_RED, GL_FLOAT,
>                  (unsigned char*)tmp, osg::Image::USE_NEW_DELETE);
>  tmp[0] = 2
>  osg::Texture1D *texture = new osg::Texture1D();
>  texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
>  texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
>  texture->setImage(image);
>
> In this case, the following GLSL expression:
>  texture1D(the_texture, 0.0).r
> returns 1.
>
> But if I change the image setup to:
>  float *tmp = new float[4];
>  image->setImage(1, 1, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT,
>                  (unsigned char*)tmp, osg::Image::USE_NEW_DELETE);
> it works fine.
>
> Looking at the source code from Texture.cpp I've found that
> Texture::computeInternalFormatType() does not deal with GL_R32F, GL_RG32F,
> GL_R32UI, ... they all fall into the default clause of the switch statement
> which assigns _internalFormatType to NORMALIZED. At the same time I've found
> no member function to change that attribute manually.
> Is that an omission or am I doing something wrong in the initialization?
> If that's an omission, is there an easy workaround that doesn't require
> recompiling the library?
>
> Thanks and best regards,
> Juan
> _______________________________________________
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> [email protected]
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>
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