Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-17 Thread J.P. Delport
Hi David, David Spilling wrote: Brian, JP, The osgmultiplerendertargets example uses (by default) GL_FLOAT_RGBA32_NV, rather than either GL_RGBA32F_ARB, or even GL_RGBA16F_ARB. Could this be a card issue? Yes, if I remember correctly, at the time I made the example I was fiddling with vari

Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-17 Thread David Spilling
Brian, JP, The osgmultiplerendertargets example uses (by default) GL_FLOAT_RGBA32_NV, rather than either GL_RGBA32F_ARB, or even GL_RGBA16F_ARB. Could this be a card issue? I would be interested to know whether this example works for you if you change to GL_RGBA32F_ARB or GL_RGBA16F_ARB. I admit,

Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-16 Thread J.P. Delport
Hi, have a look at the osgmultiplerendertargets example, specifically the options --hdr and --image. I'd recommend using FBO and gl_FragData in shaders and COLOR_BUFFER0 and upwards attachments. jp Brian R Hill wrote: Folks, I'm having trouble figuring out how to render floating point v

Re: [osg-users] Help Rendering and Reading Floating Point Textures

2008-12-16 Thread David Spilling
Brian, For some odd reason, a source type of GL_UNSIGNED_BYTE rather than _FLOAT seems to work for me for a internal format of GL_RGBA16F_ARB, so you might want to give that a go. David ___ osg-users mailing list osg-users@lists.openscenegraph.org http:

[osg-users] Help Rendering and Reading Floating Point Textures

2008-12-16 Thread Brian R Hill
Folks, I'm having trouble figuring out how to render floating point values to a texture and then reading them back from the card for use in my app. I can get byte values to work fine. Any help would be appreciated. Thanks, Brian Here's a summary of what I'm doing: texture setup osg::Text