You may try using GL_RGBA32F_ARB format for both prerender and vertex texture 
fetch. I may be wrong but I suspect that that documents floating on the web are 
pretty old and were written before GL_RGBA32F_ARB appeared. These documents 
seem to indicate that only displacement mapping supported formats are 
GL_RGBA_FLOAT32_ATI and GL_LUMINANCE_FLOAT32_ATI.

Common sense suggests that GL_RGBA32F_ARB and GL_RGBA_FLOAT32_ATI  are 
essentially the same format so I don't see a reason why one should be supported 
and the other wouldn't. 

But here goes the grain of salt. Few months ago I did a tests with prerendered 
GL_RGBA32F_ARB and displacement mapping and sometimes it worked and sometimes 
did not (looked like displacement texture was not updated before use). I hope 
that the reason for it were other factors and you get better results ;-)

Cheers,
Wojtek

----- Original Message ----- 
From: Benoît Poulard 
To: osg-users 
Sent: Monday, May 21, 2007 11:13 AM
Subject: [osg-users] Re: store a prerenderer buffer in a ATIFLOAT32 texture?


Hi,  
I need to make a render to texture in order to use the texture in a 
displacement mapping shader. 
I seen in osgPrerenderer example to attach  texture to cameranode. it's 
necessary for displacement vertex program  that the Image that used is stored 
in GL_RGBA_FLOAT32_ATI internal format , but I 'm not able to get a prerenderer 
in this format.    
Does someone can explain me how to use a prerenderer in displacement vertex 
program?    

thank's    

Ben 



_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to