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
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,
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
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
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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
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