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.
