On Fri, Jul 30, 2010 at 10:04 AM, Brian Fisher <br...@hamsterrepublic.com>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 <rabidpoob...@gmail.com>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