Blade the Voyager
02-09-2004, 10:22 AM
Hello Everyone!
I am rendering a 128 bit float texture in a pbuffer. After rendering the image I load it to a texture with glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, window_width, window_height, 0);
Then I am generating an automatic mipmap from it. After that I would like to read the textures generated on every mip-map level.
However when I use glGetTexImage I am getting float values clamped to [0..1]. How can I deal with this problem?
If anyone knows how to tell GL not to clamp texture color data, please reply.
Yours sincerely:
Blade the Voyager
I am rendering a 128 bit float texture in a pbuffer. After rendering the image I load it to a texture with glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, window_width, window_height, 0);
Then I am generating an automatic mipmap from it. After that I would like to read the textures generated on every mip-map level.
However when I use glGetTexImage I am getting float values clamped to [0..1]. How can I deal with this problem?
If anyone knows how to tell GL not to clamp texture color data, please reply.
Yours sincerely:
Blade the Voyager