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

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