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On 2014-05-13 12:58, Cyrille Henry wrote:
add a new 32 type for framebuffer (since GL_RGB_FLOAT32_ATI is not usable with intel GPU on linux)
wouldn't it make more sense to have a single float32 type on the patch-level ("RGB32"), and use whatever is available on the given GPU?
mfgasdr IOhannes
Le 15/05/2014 13:26, IOhannes m zmoelnig a écrit :
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On 2014-05-13 12:58, Cyrille Henry wrote:
add a new 32 type for framebuffer (since GL_RGB_FLOAT32_ATI is not usable with intel GPU on linux)
wouldn't it make more sense to have a single float32 type on the patch-level ("RGB32"), and use whatever is available on the given GPU?
It would be nice that Gem choose what type to use, but I don't know how to do this choice when many type are available. I think they are not equivalent depending on what you want to do. So the easiest solution is to test them on each combination of patch / hardware.
moreover RGBA32 is a 4 channel type, while GL_RGB_FLOAT32_ATI is only 3.
cheers Cyrille
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Hello,
Le 20/05/2014 09:04, Cyrille Henry a écrit :
Le 15/05/2014 13:26, IOhannes m zmoelnig a écrit : On 2014-05-13 12:58, Cyrille Henry wrote:
add a new 32 type for framebuffer (since GL_RGB_FLOAT32_ATI is not usable with intel GPU on linux)
wouldn't it make more sense to have a single float32 type on the patch-level ("RGB32"), and use whatever is available on the given GPU?
It would be nice that Gem choose what type to use, but I don't know
how to do this choice when many type are available. I think they are not equivalent depending on what you want to do. So the easiest solution is to test them on each combination of patch / hardware.
moreover RGBA32 is a 4 channel type, while GL_RGB_FLOAT32_ATI is only 3.
I support to have a real RGBA32 than only a RGB32 with only three channels. It is more easy for me to mix textures from framebuffer in shaders with a "real" alpha channel. That's why i often use RGBA for this purpose (instead of RGB32)... ++
Jack
cheers Cyrille
mfgasdr IOhannes
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Le 20/05/2014 11:42, Jack a écrit :
...
I support to have a real RGBA32 than only a RGB32 with only three channels. It is more easy for me to mix textures from framebuffer in shaders with a "real" alpha channel. That's why i often use RGBA for this purpose (instead of RGB32)...
why do you need a 32bit type for texture?
cheers c
++
Jack
cheers Cyrille
mfgasdr IOhannes
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Le 20/05/2014 11:46, Cyrille Henry a écrit :
Le 20/05/2014 11:42, Jack a écrit :
...
I support to have a real RGBA32 than only a RGB32 with only three channels. It is more easy for me to mix textures from framebuffer in shaders with a "real" alpha channel. That's why i often use RGBA for this purpose (instead of RGB32)...
why do you need a 32bit type for texture?
For exemple, for feedback. ++
Jack
cheers c
++
Jack
cheers Cyrille
mfgasdr IOhannes
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