Thanks, Alex, for the help and suggestions! Hopefully the video card on the microscope machine can handle large, rectangular, non-power-of- two textures, because it sounds like that will make my life the easiest...
I was initially thinking of doing the tone mapping on the textures (all I need are controls for min/max pixel intensity and maybe a gamma) with the glPixelTransfer and glPixelMap functions, which would modify the intensity values when uploading the texture. But then the texture-upload would need to be repeated each time the brightness/ contrast mapping changes. I guess the middle road is to upload the image as an "original" texture, and then copy it around the video memory with glCopyTexImage or similar, which will apply the pixel intensity transforms set by glPixelTransfer and friends. Perhaps most straightforward would be doing the mapping at render-time with a shader, except that I have no idea how to do that in practice, or what the level of support for this sort of thing in pyglet is. I do see the "shader.py" code in the "experimental" directory in SVN, but I don't know how robust that is -- especially for things like "uniform variables" which look useful for changing the intensity mapping parameters on-the-fly. Given the current state of pyglet, are any of these approaches more or less reasonable? Or is this basically an openGL question at this point, not a pyglet one? Thanks again for all the help and suggestions! --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
