On 20 August 2015 at 12:28, Stefan Dösinger stefandoesinger@gmail.com wrote:
Am 2015-08-20 um 11:06 schrieb Henri Verbeet:
Shouldn't you just pass the color key as a range to the shader instead? E.g. in a 6 bpc format anything between 0.484f and 0.500f would get quantized to 0x1f. (Which, other floating point issues aside, would correspond to about 0.008 slop here. For a 5 bpc format you'd even have 0.016.)
That would mean two uniforms instead of one, but could help with range color keys. I'll investigate the idea.
You could of course also derive the slop from the format's channel sizes, but it would need to be a vector because of formats like WINED3DFMT_B5G6R5_UNORM, still need an extra uniform, and not make range color keys any easier.