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Re: [Openexr-devel] working with "half float" textures in OpenGL


From: Drew Hess
Subject: Re: [Openexr-devel] working with "half float" textures in OpenGL
Date: Thu, 17 Feb 2005 19:11:12 -0800
User-agent: Gnus/5.1006 (Gnus v5.10.6) XEmacs/21.4 (Security Through Obscurity, linux)

Good news, thanks, Simon :)

Will the Nvidia implementation of GL_ARB_half_float_pixel support
NaN and inf ala NV_half_float?

Is there an ARB extension for half texture types yet?  I have to use
GL_RGB_FLOAT16_ATI to get filtering on 3d textures on NV40 hardware,
but GL_FLOAT_RGBA16_NV for 2d textures to display OpenEXR frames,
would be nice to have a set of ARB types that "just work" so I don't
have to remember which vendor's type is the right one in which
situation.


d


"Simon Green" <address@hidden> writes:

> Note that the NV_half_float extension has now been replaced with a
> cross-vendor ARB extension:
> http://www.nvidia.com/dev_content/nvopenglspecs/GL_ARB_half_float_pixel.
> txt
>
> This should be supported on NVIDIA cards in the next driver release.
>
>> -----Original Message-----
>> From: address@hidden 
>> [mailto:address@hidden 
>> On Behalf Of Drew Hess
>> Sent: Thursday, February 17, 2005 3:27 PM
>> To: Paul Miller
>> Cc: address@hidden
>> Subject: Re: [Openexr-devel] working with "half float" 
>> textures in OpenGL
>> 
>> 
>> 
>> Hi Paul,
>> 
>> These should be helpful:
>> 
> http://oss.sgi.com/projects/ogl-sample/registry/NV/half_float.txt
> http://oss.sgi.com/projects/ogl-sample/registry/NV/float_buffer.txt
> http://www.ati.com/developer/SIGGRAPH03/Percy_OpenGL_Extensions_SIG03.pd
> f
>
> d
>
>
> Paul Miller <address@hidden> writes:
>
>> For those of you who have worked with these, I have a couple of 
>> questions:
>>
>> 1. what extension(s) should you check for to detect if the hardware 
>> supports the GL_HALF_FLOAT_NV texture format? This assumes you want 
>> the broadest range of hardware.  Currently I am checking for 
>> "GL_NV_half_float" but I haven't tried this on ATI hardware yet.
>>
>> 2. is it possible to have an RGBA half-float texture organized with 
>> the channels in a different order (such as BGRA or ARGB)? Or must the 
>> components be in RGBA order?
>>
>> Many thanks!
>>
>> --
>> Paul Miller | address@hidden | www.fxtech.com | Got Tivo?
>>
>>
>>
>> _______________________________________________
>> Openexr-devel mailing list
>> address@hidden 
>> http://lists.nongnu.org/mailman/listinfo/openexr-devel

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