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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