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From: | Paul Miller |
Subject: | Re: [Openexr-devel] working with "half float" textures in OpenGL |
Date: | Fri, 18 Feb 2005 07:58:23 -0600 |
User-agent: | Mozilla Thunderbird 1.0 (Windows/20041206) |
Simon Green wrote:
Hey Drew, Yes, Nan and Inf behaviour on NVidia hardware is unchanged, although the spec leaves this undefined so your mileage on other hardware may vary. ARB_texture_float is the new extension for float texture types, and there are also replacements for NV_texture_rectangle and ATI_pixel_format_float: http://www.nvidia.com/dev_content/nvopenglspecs/GL_ARB_texture_float.txt http://www.nvidia.com/dev_content/nvopenglspecs/GL_ARB_color_buffer_floa t.txt http://www.nvidia.com/dev_content/nvopenglspecs/GL_ARB_texture_rectangle .txt So pretty soon you will be able to do all this in a vendor-independent way. One caveat is that ATI doesn't currently support filtering or blending of half types, so you'll still need to detect this case.
GL_FLOAT_RGB16_NV textures don't seem to be filtered on my 3400FX either. But I remember reading something about float textures only being point-sampled. Not a huge deal for what I am doing.
Thanks to the wonderful exrdisplay example, I was able to integrate native EXR support and display quite easily in our new roto app.
-S.-----Original Message-----From: Drew Hess [mailto:address@hidden Sent: Thursday, February 17, 2005 7:11 PMTo: Simon Green Cc: Paul Miller; address@hiddenSubject: Re: [Openexr-devel] working with "half float" textures in OpenGLGood 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 HessSent: Thursday, February 17, 2005 3:27 PM To: Paul Miller Cc: address@hiddenSubject: Re: [Openexr-devel] working with "half float" textures in OpenGLHi 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.txthttp://www.ati.com/developer/SIGGRAPH03/Per>cy_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 hardwaresupports the GL_HALF_FLOAT_NV texture format? This assumesyou wantthe 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 withthe channels in a different order (such as BGRA or ARGB)?Or must thecomponents 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
-- Paul Miller | address@hidden | www.fxtech.com | Got Tivo?
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