Well, the code was fine. I just forgot to add my texture coordinates to my
state set. That makes all the difference. :-)
Oh, trying to write a bitmap file with floating point data... not a good
idea.
Brian
----- Original Message -----
From: <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, December 01, 2006 1:42 PM
Subject: [osg-users] Creating an Image using GL_LUMINANCE and GL_FLOAT
Hi,
I'm trying to generate an image using GL_LUMINANCE and GL_FLOAT, however
no
matter what values (ranging from 0 to 1.0) I use in my image buffer, I
always get an image that has RGB values of <205,205,205>. The number 205
is typically used when the debugger initializes variables, so this leads
me
to believe that my Image object is incorrectly set up.
If I write the image to a file or simply attach it to a Texture2D object,
I
only see a pure gray image.
osg::Image* NoiseImage = new osg::Image();
// generate random values between 0 and 1
for (int i=0; i<NoiseBufferSize; i++)
{
g_NoiseImageF[i] = (float)(rand() % 4096) / 4096.0f;
}
NoiseImage->setImage(width,
height,
1,
GL_LUMINANCE,
GL_LUMINANCE,
GL_FLOAT,
(unsigned char*) g_NoiseImageF,
osg::Image::NO_DELETE);
osgDB::writeImageFile(*NoiseImage, "c:/noise.bmp");
I've looked at various examples in the OSG examples. One example set the
Image's internal texture format to GL_LUMINANCE_FLOAT32_ATI. I tried
this,
but it simply hung my application. I tried using GL_LUMINANCE for the
image's texture format, but that had no effect either. Any help would be
most appreciated.
Thanks,
Brian
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