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
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