Hi,

I'm trying to generate an image using GL_LUMINANCE and GL_FLOAT, however no 
matter what values (ranging from 0 to 1.0) I use in my image buffer, I 
always get an image that has RGB values of <205,205,205>.  The number 205 
is typically used when the debugger initializes variables, so this leads me 
to believe that my Image object is incorrectly set up.

If I write the image to a file or simply attach it to a Texture2D object, I 
only see a pure gray image.



    osg::Image* NoiseImage = new osg::Image();


    // generate random values between 0 and 1
    for (int i=0; i<NoiseBufferSize; i++)
    {
        g_NoiseImageF[i] = (float)(rand() % 4096) / 4096.0f;
    }


    NoiseImage->setImage(width, 
                        height, 
                        1, 
                        GL_LUMINANCE, 
                        GL_LUMINANCE, 
                        GL_FLOAT, 
                        (unsigned char*) g_NoiseImageF, 
                        osg::Image::NO_DELETE);

    osgDB::writeImageFile(*NoiseImage, "c:/noise.bmp");


I've looked at various examples in the OSG examples.  One example set the 
Image's internal texture format to GL_LUMINANCE_FLOAT32_ATI.  I tried this, 
but it simply hung my application.  I tried using GL_LUMINANCE for the 
image's texture format, but that had no effect either. Any help would be 
most appreciated.

Thanks,
Brian

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