Hi,
I just want to make sure that we do not misunderstand each other:
The problem is not to make a fragment invisible (the discard statement
in fact works for that pretty well) but to simply store normalized data
([0,1]) as the alpha component of my RGBA texture by using
gl_FragColor.a = ... . But whatever value I pass in, it is ignored.
In fact I found out that I CAN write to the alpha value IF I use
texture2D->setInternalFormat(GL_RGBA) but this would give me normalized
values not just for the alpha component but also for the RGB components
and that's not what I want. I need 32 bit floats PER component and NOT
normalized because I want to store world space positions in RGB. That's
why I decided to use GL_RGBA32F_ARB as internal format.
This decision was motivated by the following behavior of
osg::Texture2D::setInternalFormat():
In setInternalFormat() the method computeInternalFormatType() is called
which sets the "internal format type" to GL_FLOAT for the given
"internal format" GL_RGBA32F_ARB:
setInternalFormat(GL_RGBA32F_ARB);
==> computeInternalFormatType() gives GL_FLOAT as a result.
If I use the "internal format" GL_RGBA the method
computeInternalFormatType() computes the "internal format type" NORMALIZED:
setInternalFormat(GL_RGBA);
==> computeInternalFormatType() gives NORMALIZED as a result.
So how do I get to write to the alpha if its not normalized?
Cheers
Daniel
Joseba wrote:
Hi,
I had some similar problem sometime ago and i solved it changing the internal
format of the texture for the RTT. I also had some issues using FRAME_BUFFERS
instead of FBOs, but you are already using them.
Regards,
J.
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8103#8103
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