Hi,
Is it only possible, with FBO, to use the same color for each texture channel?
if I use the following code on channel 0 give me a black textured ...
Code:
static const char *shaderSource = {
"uniform sampler2D baseMap;\n"
"varying vec2 Texcoord;\n"
"void main(void)\n"
"{\n"
" gl_FragData[0] = texture2D( baseMap, Texcoord );\n"
" gl_FragData[1] = vec4(0,1,0,1);\n"
" gl_FragData[2] = vec4(0,0,1,1);\n"
" gl_FragData[3] = vec4(0,0,1,1);\n"
"}\n"
};
With other 3 channels can take one color texture and save it in png.
Thank you!
Cheers,
Aitor
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32530#32530
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