Hello Aurelien,
Thanks for the reply.
I got it working.
The texture had to be GL_RGBA_INTEGER_EXT with GL_RG32UI and
GL_UNSIGNED_INT.
In the shader i can write the target:
#pragma version 150 compatibility
gl_FragData[x]= uvec(123u, 9999u,0u,0u);
I will look into the layout syntax however, as I'm currently trying to
migrate to 3.x.
I've been asking in the forum if this transition is possible with
current OSG, but got no answer so far.
cheers
Sebastian
Hi,
I think gl_FragData doesn't support integer output.
Try using OpenGL 3.3 core syntax :
In the fragment shader :
Code:
layout(location=0) uivec2 myIntegerOut;
main()
{
myIntegerOut = uivec2(128,534);
}
"layout" qualifiers are really usefull, and seems to be the better way to
configure all inputs and outputs of each shader stage, have a look here :
http://www.opengl.org/wiki/Type_Qualifier_(GLSL)#Layout_qualifiers
Cheers,
Aurelien
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=54327#54327
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