The HDR rendering example on openscenegraph.org does not seem particularly useful, as it is just using a floating point texture with a fragment shader run with it to control the exposure.
I want to create a floating point pbuffer as a medium for my HDR effect. Everything is then rendered to the pbuffer and stored in floating point format. When rendering to the screen, a quad with the pbuffer texture is drawn to the screen using a fragment shader to control exposure and range.
This method is certainly possible, as I have created this effect using just OpenGL / Win32 API code.
Can this method be used with the OSG and Producer libraries without having to alter the source?
Thanks,
James
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