Framebuffer object with float texture clamps values

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渐次进展 2020-12-21 08:07

I have checked this similar question, but the suggestions did not solve my problem: Low precision and clamping when writing to floating point FBO.

I

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  •  醉酒成梦
    2020-12-21 08:45

    Do a full set of glClampColor() operations in your initGL() function:

    glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);
    glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
    glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
    

    On my system I only needed the GL_CLAMP_VERTEX_COLOR.

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