Re: [osg-users] Render to Texture without clamping values

2016-06-14 Thread Philipp Meyer
Hi, I was able to figure out the issue. For everyone wondering, I was missing the following line: textureImage->setInternalTextureFormat(GL_RGBA16F_ARB); In other words, one needs to set the format on the image as well as on the texture for everything to work properly. Hope this helps someone

Re: [osg-users] Render to Texture without clamping values

2016-06-14 Thread Philipp Meyer
Hi, I did some more testing and it turns out that I can set a texel to a color with values > 1.0 just fine in the C++ code. When using image->setColor(osg::Vec4(1,2,3,4),x,y,0) before reading it with getColor, I can get results > 1.0. Does that mean that the shader itself is clamping the

[osg-users] Render to Texture without clamping values

2016-06-13 Thread Philipp Meyer
Hi, for my current project I need to do some computations in the fragment shader and retrieve the values within my application. For that I am using the render to texture feature together with a float texture. I'm having some trouble reading values > 1.0 though. It seems like the values are