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Re: [pygame] 127.5



On Fri, Jul 30, 2010 at 10:04 AM, Brian Fisher <brian@xxxxxxxxxxxxxxxxxxx> wrote:
Another ghetto solution is to not map to 0 to 255. map to 0 to 254, and then 127 is your 0
Unfortunately, the textures map [0,255] to [0.0,1.0], so changing it again would mean rewriting all my shaders . . .

On Fri, Jul 30, 2010 at 7:25 AM, Luke Paireepinart <rabidpoobear@xxxxxxxxx> wrote:
Is it really 32 bits _per channel_ and not total?
I've never heard of that much bit depth before, why would that
possibly be necessary?  I mean for practical applications, not using
textures to store data so you can use shaders to run your sim :P
-Luke
About halfway down, there's a table listing color bit depths:
http://www.opengl.org/registry/specs/ARB/texture_float.txt
Other than simulations (which are a fairly considerable usage) I imagine HDR imaging is the other main application.

There was a problem in my texturing code (which turned out to be a bug) in that it didn't like being sent NumPy arrays.  I've subsequently fixed it, and am using NumPy. 

Ian