getImplementation);
camera->attach(osg::CameraNode::COLOR_BUFFER, image);
//read out data
osg::Vec4f * rgbaData = (osg::Vec4f *) (image->data());
for (int h = 0; h < yRes; h++) {
for (int w = 0; w < xRes; w++) {
osg::Vec4f cur = rgbaData[xRes * h + w];
cout<<"cur[0]="<
< xRes; w++) {
osg::Vec4f cur = rgbaData[xRes * h + w];
cout<<"cur[0]="<
}
}
Thank you for any advice!
Shuiying
Message: 3
Date: Wed, 18 Jan 2012 09:11:15 +0200
From: "J.P. Delport"
To: OpenSceneGraph Users
Subject: Re: [osg-users] Help: wrong ouput from frag s
CameraNode::COLOR_BUFFER, image);
//read out data
osg::Vec4f * rgbaData = (osg::Vec4f *) (image->data());
for (int h = 0; h < yRes; h++) {
for (int w = 0; w < xRes; w++) {
osg::Vec4f cur = rgbaData[xRes * h + w];
cout<<"cur[0]="<
To: OpenSceneGraph Users
Subject: Re: [osg-u
advice!
Shuiying
Message: 3
Date: Wed, 18 Jan 2012 09:11:15 +0200
From: "J.P. Delport"
To: OpenSceneGraph Users
Subject: Re: [osg-users] Help: wrong ouput from frag shader.
Message-ID:<4f167093.8090...@csir.co.za>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Hi,
tryFrag_Color = vec4(abs(dist2/100.0),0,0,1) instead of
Frag_Color = vec4(abs(dist2/100),0,0,1);
Hello, Sebastian
There is also another strange problem . When
Vertex shader is as follows:
varying out vec3 pos;
varying out float dist2;
void m
Hello, Sebastian
There is also another strange problem . When
Vertex shader is as follows:
varying out vec3 pos;
varying out float dist2;
void main()
{
vec3 pos1 = (gl_ModelViewMatrix * (gl_Vertex -
vec4(0.0,0.0,0.0,0.0))).xyz;
Hello, Sebastian
Thank you for your reply!
In my programme, camera is set to be prerender, render target is
FRAME_BUFFER_OBJECT, I attach the camera to an image, in order to get
the bufferdata via image.
(1) the fragment shader is as following:
out vec4 Frag_Color;
void main()
{
F
I suppose you are using a normal framebuffer.
I this case it is pretty normal, that your original value that is in the
image (you unfortunately didn't tell use if the value comes from a texture)
doesn't exactly match the value in the framebuffer. Usually the
framebuffer has 8bit per color channe
Hi,
what format is the texture you are rendering to? If it is UNSIGNED CHAR
then your data would be discretised.
e.g. 45/255 = 0.176471
jp
On 17/01/2012 21:11, wang shuiying wrote:
Hello,
when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image: f
Hello,
when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image: float Vec4: (0.176471,0,0,1)
so why 0.174977 changed into 0.176471?
I think there should be no process there after per fragment operations
that can change this element in the renderi
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