Hi Gerrit,

Hi,

On Thu, 2004-11-25 at 13:24, Gerrit Voss wrote:
small comments, without having it tried with OpenSG directly, in order
to get glReadPixel to return full floating point values, as I don't
think OpenSG is going to clamp values internally.

First of all you have to have a floatingpoint framebuffer, IIRC every
framebuffer config that can be rendered will be clamped.
Normally this should be enough to get floating point values out,
just try to render a simple quat with a fragment program writing
-42 values in the framebuffer to see if you can get them back.

I'll try to get one of my simple examples running with OpenSG so that
you can get it as a starting point.
First of all, thanks for your support!


short question in order to match your problem, how do you get the
float values into the buffer, only as the result of fragment/vertex
programs, or do you need also external float sources using either Vertex
attributes or Textures ??
Well, the values are rendered into the pbuffer, i.e., they are the result of (pass thru) fragment shaders accessing HDR textures. Those textures are successfully displayed in the normal viewport thru the use of tonemapping shaders, so the HDR data should be properly accessable...if that's what you consider as "external float sources". btw: the pass-thru shaders are in my case Cg-shaders, just for convenience - if that makes a difference at all...


bye,
Matthias



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