I assume you set up your CameraNode with the same width and height as
your _capImage? Sorry, I have to ask ;)
Other than that I can't think of much that could be the problem.
Could it be some weird byte alignment problem? I think I'd first try
GL_UNSIGNED_BYTE instead of GL_FLOAT and something less ARBy for the
internal texture format.
- Terry
On 9/11/06, Brad Colbert <[EMAIL PROTECTED]> wrote:
Terry,
Sorry, I covered way too many topics. Let's step back a second.
The 1/4 issue:
It appears that when I set up a CameraNode with:
setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
and
attach(osg::CameraNode::COLOR_BUFFER, _capImage.get());
I get only 1/4 of the rendered area. I'm not sure why. The image is
set up thusly:
_capImage = new osg::Image;
if (!_capImage.get())
return false;
_capImage->allocateImage(width, height, 1, GL_RGB, GL_FLOAT);
_capImage->setInternalTextureFormat(GL_RGB16F_ARB);
I had this same problem with OSG 1.0 (but didn't realize it until
later).
Any ideas on were to look? Could it be that glReadPixels isn't reading
enough?
-B
Let's talk about the viewport issue in another thread.
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