Posted: Sat Feb 28, 2009 8:36 pm
well... thanks Fused.
Here are my final considerations:
if u modify driver.cpp in indigo_dll_example adding in the renderer settings a super_sample_factor = 1 and the run the code u'll see that everything works fine as you mentioned above.
But if u modify the creation of the buffer from
to
u'll see that the bmp image which is created at the end of the story is totally black.
At the end of the story u have to use getBufferWidth() and getBufferHeight() to define your framebuffer (but always after the tonemapping operation otherwise they return "0") or u have to stitch on ssf > 1.
Once again something "must" be fixed.
Here my two cents.
R.
Here are my final considerations:
if u modify driver.cpp in indigo_dll_example adding in the renderer settings a super_sample_factor = 1 and the run the code u'll see that everything works fine as you mentioned above.
But if u modify the creation of the buffer from
Code: Select all
// Get the rendered & tone mapped image:
// Alloc a buffer
const indUInt32 buffer_width = indigo->getBufferWidth();
const indUInt32 buffer_height = indigo->getBufferHeight();
std::vector<indUChar8> buffer(buffer_width * buffer_height * 3);
Code: Select all
// Get the rendered & tone mapped image:
// Alloc a buffer
const indUInt32 buffer_width = 600 //(equal to the renderer settings params);
const indUInt32 buffer_height = 600; //(equal to the renderer settings params);
std::vector<indUChar8> buffer(buffer_width * buffer_height * 3);
At the end of the story u have to use getBufferWidth() and getBufferHeight() to define your framebuffer (but always after the tonemapping operation otherwise they return "0") or u have to stitch on ssf > 1.
Once again something "must" be fixed.
Here my two cents.
R.