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RE: [Openexr-devel] half textures
From: |
Simon Green |
Subject: |
RE: [Openexr-devel] half textures |
Date: |
Tue, 1 Jun 2004 15:43:28 -0700 |
Ken,
This could be a driver bug, if you can send me a small code sample that
illustrates the problem I can get it fixed.
As a workaround, couldn't you just create a smaller image in memory and then do
a normal texture download?
Glad to hear other people are playing around with hardware accelerated OpenEXR
stuff, anyway!
Simon Green address@hidden
NVIDIA Developer Relations
> -----Original Message-----
> From: address@hidden
> [mailto:address@hidden
> Sent: Tuesday, June 01, 2004 1:23 PM
> To: address@hidden
> Subject: [Openexr-devel] half textures
>
>
> I have an app which displays exr's similar to the way
> exrdisplay does by using half textures and fragment shaders.
> But I'm having some trouble and I was hoping someone here might
> be able to help me with it.
>
> In my app the texture object used to display the image data
> is smaller than the image in memory, so I'm using
>
> glPixelStorei( GL_UNPACK_ROW_LENGTH, myDataLen )
>
> as you'd expect. This technique works just fine on 8 bit textures,
> but causes an immediate seg fault when used with 16 bit half
> textures (GL_HALF_FLOAT_NV). Is this a known problem? Are
> there any workarounds?
>
> Note that I've tried uploading the texture one scanline at a
> time to get around this, but it is *extremely* slow.
>
> Thanks.
> --Ken
>
>
>
>
>
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