openexr-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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


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 PM
To: Simon Green
Cc: Paul Miller; address@hidden
Subject: Re: [Openexr-devel] working with "half float" textures in OpenGL



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_pixe

l.
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/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 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





--
Paul Miller | address@hidden | www.fxtech.com | Got Tivo?





reply via email to

[Prev in Thread] Current Thread [Next in Thread]