Hi Jan,
just a shot into the dark did you call glEnable(GL_NORMALIZE) somewhere?
Andreas
Dear *,
This is probably only half-related to OpenSG, however I write to you
in the hope that somebody more experienced in the matter could shed
some light on it ;)
I'm using a passthrough shader to render in to a floating point
pbuffer, which sort of works fine for me. For the simplest case
(nontextured material), the shader is just a plain one-line affair:
MOV result.color, fragment.color;
This works as intended. When I write the pbuffer to disk (or render it
on screen by putting it on a GL_QUAD), geometry looks exactly like when
rendering directly to screen.
However if I use an OSG::Transform to scale the geometry in question,
standard rendering still looks the same (as one would expect). BUT after
the passthrough, the effect of lightsources seems multiplied by the
inverse scale. Scaling up makes lighting darker, scaling down brighter.
Interesting ...
My guess would be ... perhaps .. normals? But why am I experiencing
this only when using a passthrough shader?
I've also tried avoiding OpenSG's FragmentProgramChunk and binding the
shader globally before renderAllViewports - but that resulted in the
exact same output.
Any ideas? :) I could probably hack something up to connect the object
scale to the shader and fix it there - but if there's a way around it ...
Best regards,
-.jan.-
PS: Another question - is anybody aware of something like glTrace /
spyglass for linux that actually works? :) glTrace is supposed to only
work with mesa software drivers, so is pretty much unusable - and while
spyglass looked promising, I couldn't get it to run (the perl parser was
- at least not by just quickling browsing through it - not keen on
making friends with the recent OpenGL headers).
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Andreas Zieringer [EMAIL PROTECTED]
Fraunhofer IGD - A4 phone +49 (0)6151 155 289
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Read honest & candid reviews on hundreds of IT Products from real users.
Discover which products truly live up to the hype. Start reading now.
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