On 04.09.2006 07:33, Ivan Gyurdiev wrote:
... using: GL_ARB_texture_float GL_ARB_half_float_pixel
The internal format is RGB16/32F, which is wasteful (2 unused colors), but there's no way around that.
What about INTENSITY or LUMINANCE textures?
-f.r.
Frank Richter wrote:
On 04.09.2006 07:33, Ivan Gyurdiev wrote:
... using: GL_ARB_texture_float GL_ARB_half_float_pixel
The internal format is RGB16/32F, which is wasteful (2 unused colors), but there's no way around that.
What about INTENSITY or LUMINANCE textures
It seems they store things to luminance and intensity bits internally. Then at pixel processing time, luminance is replicated to r,g,b with alpha 1, and intensity is replicated to all channels.
So, it makes sense to me that those would work, but they don't. I tried LUMINANCE32F_ARB, and INTENSITY32F_ARB. 3Dc demo with FBOs refuses to work with both. It works perfectly with RGB32F_ARB.
Since I haven't read the spec inside and out, and am not very familiar with how luminance and intensity values are processed internally, it seems more cautious to me to stick to RGB(A) formats. Also, I'm reading comments like these:
GL_EXT_framebuffer_object:
* An internal format is "color-renderable" if it is one of the formats from table 3.16 whose base internal format is RGB or RGBA. No other formats, including compressed internal formats, are color-renderable.