Hi James, I think you need to perform multiple passes, dividing the texture resolution in half each time, and outputing min / max values into different channels to finally get a 1X1 texture with your final min / max values.
guillaume -----Original Message----- From: [EMAIL PROTECTED] on behalf of Howard James Sent: Tue 8/22/2006 11:20 AM To: '[email protected]' Subject: [osg-users] UC: reading back values from a FBO I'm rendering to a floating point texture using a frame buffer object. The render is in high dynamic range but needs to be correctly scaled. I need to be able to read back the minimum and maximum values in the frame. How can I go about doing this? (and as fast as possible) I was thinking of downsizing the texture to increase the speed of reading the frame back. How would I also implement this? Thanks, James The information contained in this E-Mail and any subsequent correspondence is private and is intended solely for the intended recipient(s). The information in this communication may be confidential and/or legally privileged. Nothing in this e-mail is intended to conclude a contract on behalf of QinetiQ or make QinetiQ subject to any other legally binding commitments, unless the e-mail contains an express statement to the contrary or incorporates a formal Purchase Order. For those other than the recipient any disclosure, copying, distribution, or any action taken or omitted to be taken in reliance on such information is prohibited and may be unlawful. Emails and other electronic communication with QinetiQ may be monitored and recorded for business purposes including security, audit and archival purposes. Any response to this email indicates consent to this. Telephone calls to QinetiQ may be monitored or recorded for quality control, security and other business purposes.
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