Re: [osg-users] osg::TextureCubeMap and HDR
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 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? Regards, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::TextureCubeMap and HDR
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. Apparently the rescalling the texturecubemap uses can't handle textures with floats. is this correct? Peter Wraae Marino On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com wrote: 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 short: this doesn't work: osg::TextureCubeMap* texture = new osg::TextureCubeMap; osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( 0, pImage ); texture-setImage( 1, pImage ); texture-setImage( 2, pImage ); texture-setImage( 3, pImage ); texture-setImage( 4, pImage ); texture-setImage( 5, pImage ); this works: osg::ref_ptrosg::Texture2D texture = new osg::Texture2D( osgDB::readImageFile(vinesunset.hdr) ); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( pImage ); can anyone spot what I'm missing? -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::TextureCubeMap and HDR
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 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. Apparently the rescalling the texturecubemap uses can't handle textures with floats. is this correct? Peter Wraae Marino On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com wrote: 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 short: this doesn't work: osg::TextureCubeMap* texture = new osg::TextureCubeMap; osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( 0, pImage ); texture-setImage( 1, pImage ); texture-setImage( 2, pImage ); texture-setImage( 3, pImage ); texture-setImage( 4, pImage ); texture-setImage( 5, pImage ); this works: osg::ref_ptrosg::Texture2D texture = new osg::Texture2D( osgDB::readImageFile(vinesunset.hdr) ); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( pImage ); can anyone spot what I'm missing? -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::TextureCubeMap and HDR
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 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 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. Apparently the rescalling the texturecubemap uses can't handle textures with floats. is this correct? Peter Wraae Marino On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com wrote: 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 short: this doesn't work: osg::TextureCubeMap* texture = new osg::TextureCubeMap; osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( 0, pImage ); texture-setImage( 1, pImage ); texture-setImage( 2, pImage ); texture-setImage( 3, pImage ); texture-setImage( 4, pImage ); texture-setImage( 5, pImage ); this works: osg::ref_ptrosg::Texture2D texture = new osg::Texture2D( osgDB::readImageFile(vinesunset.hdr) ); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( pImage ); can anyone spot what I'm missing? -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::TextureCubeMap and HDR
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 texture2D has by default not to make mipmaps and texturecubemap by default makes them??? which makes things a little confusing. hope this helps, Peter Wraae Marino On Tue, Jan 12, 2010 at 11:07 AM, Peter Wraae Marino osgh...@gmail.com wrote: 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 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 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. Apparently the rescalling the texturecubemap uses can't handle textures with floats. is this correct? Peter Wraae Marino On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com wrote: 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 short: this doesn't work: osg::TextureCubeMap* texture = new osg::TextureCubeMap; osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( 0, pImage ); texture-setImage( 1, pImage ); texture-setImage( 2, pImage ); texture-setImage( 3, pImage ); texture-setImage( 4, pImage ); texture-setImage( 5, pImage ); this works: osg::ref_ptrosg::Texture2D texture = new osg::Texture2D( osgDB::readImageFile(vinesunset.hdr) ); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( pImage ); can anyone spot what I'm missing? -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::TextureCubeMap and HDR
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? Regards, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::TextureCubeMap and HDR
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 short: this doesn't work: osg::TextureCubeMap* texture = new osg::TextureCubeMap; osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( 0, pImage ); texture-setImage( 1, pImage ); texture-setImage( 2, pImage ); texture-setImage( 3, pImage ); texture-setImage( 4, pImage ); texture-setImage( 5, pImage ); this works: osg::ref_ptrosg::Texture2D texture = new osg::Texture2D( osgDB::readImageFile(vinesunset.hdr) ); texture-setInternalFormat( GL_RGB16F_ARB ); texture-setResizeNonPowerOfTwoHint(false); texture-setImage( pImage ); can anyone spot what I'm missing? -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org