[osg-users] RRT with HDR texture

Benoit bossavit bnuaster at gmail.com
Wed Sep 12 07:08:20 PDT 2007


Hi all,

I want to do RTT with HDR saving only one component (GL_LUMINANCE or
GL_INTENSITY)
There is my code :

myHDRTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
myHDRTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
myHDRTexture->setInternalFormat(GL_INTENSITY16F_ARB);
myHDRTexture->setSourceFormat(GL_INTENSITY);
myHDRTexture->setSourceType(GL_FLOAT);

myCameraHDR->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
myCameraHDR->setRenderOrder(osg::CameraNode::PRE_RENDER);
myCameraHDR->attach(osg::CameraNode::COLOR_BUFFER,myRenderHDRTexture);

when I look values on my texture they are clamped at 1 and if I put :
myHDRTexture->setInternalFormat(GL_RGBA16F_ARB);
myHDRTexture->setSourceFormat(GL_RBA);

my texture contains values upper than 1

Someone have an idea? (I don't need saving three component because they are
the same)

thanks in advance

bnua
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