Re: [osg-users] Render to Texture without clamping values
Hi, I was able to figure out the issue. For everyone wondering, I was missing the following line: textureImage->setInternalTextureFormat(GL_RGBA16F_ARB); In other words, one needs to set the format on the image as well as on the texture for everything to work properly. Hope this helps someone in the future! Thank you! Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67607#67607 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Texture without clamping values
Hi, I did some more testing and it turns out that I can set a texel to a color with values > 1.0 just fine in the C++ code. When using image->setColor(osg::Vec4(1,2,3,4),x,y,0) before reading it with getColor, I can get results > 1.0. Does that mean that the shader itself is clamping the values somehow? Or does it have to do with the internal texture copy from GPU to host memory? Thank you! Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67600#67600 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org