Megalomaniac
09-01-2005, 06:16 AM
Hi,
I’m looking for a way to retrieve unaltered floating point values (preferably via the GL_RGBA32F_ARB format) from a pixel shader. I’m lead to believe I can do this by writing said values out of the shader as a gl_FragColor( ... ), rendering to a FBO, calling glClampColorARB( ... ) to turn of clamping and using glReadPixels( ... ) to grab the data. However I just can’t seem to get this to work, so my questions are as follows:
Is this actually possible?
and
If so what steps do I need to take in order to do this?
Thanks
I’m looking for a way to retrieve unaltered floating point values (preferably via the GL_RGBA32F_ARB format) from a pixel shader. I’m lead to believe I can do this by writing said values out of the shader as a gl_FragColor( ... ), rendering to a FBO, calling glClampColorARB( ... ) to turn of clamping and using glReadPixels( ... ) to grab the data. However I just can’t seem to get this to work, so my questions are as follows:
Is this actually possible?
and
If so what steps do I need to take in order to do this?
Thanks