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
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
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
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