Terry, Yep, the CameraNode has the same width and height.
Strange, switching it all to GL_UNSIGNED_BYTE fixes the problem. I bet the size for the glReadPixels or packing or something isn't set correctly when it is float. -B --- RSC BDC > -----Original Message----- > From: Terry Welsh [mailto:[EMAIL PROTECTED] > Sent: Monday, September 11, 2006 4:28 PM > To: Brad Colbert > Cc: osg users > Subject: Re: [osg-users] Render to Image still clamping > > 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. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
