Hi David,
i have a very new graphics card that supports floating point textures.
Peter
On Mon, Jan 11, 2010 at 4:45 PM, David Spilling
david.spill...@gmail.com wrote:
Dear Peter,
I think that some (older) graphics cards support floating point 2D textures,
but not cube maps.
I'm also aware
Hi osgUsers,
followup:
been debugging the texturecubemap because it seems like it was the sinner.
my debugging has brought forth that the texture given must be squared
for cube-maps
.. i did not know that.. the texturecubemap does some rescaling and when it does
this it destroys all hdr values.
Hi Peter,
The scaling is done with glu and it probably doesn't support the all
new float formats so this may well be the issue.
Have you been able to correct your texture dimensions and get it working?
Robert.
On Tue, Jan 12, 2010 at 8:51 AM, Peter Wraae Marino osgh...@gmail.com wrote:
Hi
Hi Robert,
yes.. just completed the test now.. and using squared hdr textures does work.
regards,
Peter Wraae Marino
On Tue, Jan 12, 2010 at 10:06 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Peter,
The scaling is done with glu and it probably doesn't support the all
new float
Hi Robert,
two additions...
1. the hdr values also get destroyed by texturecubemap if you allow
the default texture filter to be used. I had to change this to
osg::Texture::Linear or else texturecubemap creates mipmaps and
rescale the texture and destroys the hdr values.
2. it seems that
Dear Peter,
I think that some (older) graphics cards support floating point 2D textures,
but not cube maps.
I'm also aware that even if you do support floating point cube maps, many
older cards can't do interpolation on them. Can you turn it to GL_NEAREST
and see if that makes a difference?
Hi osgUsers,
I've been doing some testing on HDR with a backdrop with a .hdr image
using osg::Texture2D for the backdrop works great.. really nice HDR effects.
using osg::TextureCubeMap results with textures loosing values over 1.0
and resulting with a rainbow effect of colors in those areas
in
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