-boun...@lists.openscenegraph.org
Date: 03/04/2009 05:05PM
Subject: [osg-users] Float textures seem to be clamped in GLSL
I'm rather new to using float textures and GLSL, so maybe I'm missing
something. I'm trying to use a float texture as a lookup table in my
fragment shader. I create
Hi,
Thrall, Bryan wrote:
Brian R Hill wrote on Wednesday, March 04, 2009 5:41 PM:
// disable clamping
osg::ClampColor* clamp = new osg::ClampColor();
clamp-setClampVertexColor(GL_FALSE);
clamp-setClampFragmentColor(GL_FALSE);
clamp-setClampReadColor(GL_FALSE);
I'm rather new to using float textures and GLSL, so maybe I'm missing
something. I'm trying to use a float texture as a lookup table in my
fragment shader. I create the texture using osg::TransferFunction1D (see
attached modified osgviewer.cpp), and use the following in my input
file:
---8---
50
Bryan,
My initial thought was that nowhere were you saying that the image was
floating point. Digging further, I realised that TransferFunction should be
doing it for you - I've never used this before - but this line (in
osg/TransferFunction1D.cpp) looks a little odd to me:
David Spilling wrote on Wednesday, March 04, 2009 5:06 PM:
My initial thought was that nowhere were you saying that the image was
floating point. Digging further, I realised that TransferFunction
should be
doing it for you - I've never used this before - but this line (in
-boun...@lists.openscenegraph.org
Date: 03/04/2009 05:05PM
Subject: [osg-users] Float textures seem to be clamped in GLSL
I'm rather new to using float textures and GLSL, so maybe I'm missing
something. I'm trying to use a float texture as a lookup table in my
fragment shader. I create the texture
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