Hi,

On 21/09/10 15:41, Juan Hernando wrote:
Hi J.P.,
we're using unclamped textures just fine. Also have a look at the
difference between glFragColor and glFragData.
I think you misunderstood the actual problem. The texture is not written
by a fragment shader. I'm filling the texture from the client side and
it is inside the vertex shader where clamped values are returned by the
texture sampler. And this happens for GL_R32F but not for GL_RGBA32F or
GL_LUMINANCE32F.
ah, OK. Sorry for the noise.

jp


Anyways, as I stated in my previous mail I'll just use GL_LUMINANCE32F
instead of GL_32F.

Thanks and cheers,
Juan
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