Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-05 Thread Thrall, Bryan
-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

Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-05 Thread J.P. Delport
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);

[osg-users] Float textures seem to be clamped in GLSL

2009-03-04 Thread Thrall, Bryan
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

Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-04 Thread David Spilling
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:

Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-04 Thread Thrall, Bryan
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

Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-04 Thread Brian R Hill
-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