Hi, Robert

Thank you for your reply.

Sorry that I don't think I  expressed my problem clearly.

I want to simulate  radar using osg camera. The important codes are:

                    osg::Program * program = new osg::Program();
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, fragmentShaderPath)); program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, vertexShaderPath));

                    osg::Image * image = new osg::Image();
image->allocateImage(xRes, yRes, 1, GL_RGBA, GL_FLOAT);

osg::ref_ptr<osg::CameraNode> camera(new osg::CameraNode()); camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
                      camera->setViewport(0, 0, xRes, yRes);
camera->setClearColor(osg::Vec4(1000.0f, 1000.0f, 1000.0f, 1000.0f)); camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setProjectionMatrixAsFrustum(-tan( viewYaw), tan(viewYaw), -tan(viewPitch), tan(viewPitch), zNear,zFar); camera->setViewMatrix(osg::Matrix::lookAt(osg::Vec3d(0, 0, 1.0f), osg::Vec3d(-10.0f, 0.0f, 0), osg::Vec3d(0, 0, 1))); camera->setRenderOrder(osg::CameraNode::PRE_RENDER); camera->setRenderTargetImplementation(renderTargetImplementation); camera->attach(osg::CameraNode::COLOR_BUFFER, image); camera->getOrCreateStateSet()->setAttribute(program, osg::StateAttribute::ON);


in Fragment shader, I write, e.g:

                    gl_FragColor = vec4(0.1,0.2,0.3,0.5);

when I get the four elements through image attached to the camera, the first three elements are just as expected to be 0.1,0.2,0.3 respectively, but the fourth element is 1. No matter what value I assign to the fourth element, it keeps to be 1.

I cannot figure out why this happens.

So does it still have something do do with graphics context when it comes to Pre-render camera?

Thank you very much!

Shuiying
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