Replacement for GL_SIGNED_RGBA_NV

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1 comment, last by V-man 16 years, 2 months ago
Is there is a replacement for this? Something that is in core GL perhaps. I'm using shaders so I can do some manipulation but it would cost instructions. I could use floating point format but it would cause a slowdown. I think I will go for floating point for the moment. I have the following from a demo code glTexImage3D(GL_TEXTURE_3D, 0, GL_SIGNED_RGBA_NV, size, size, size, 0, GL_RGBA, GL_BYTE, data);
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
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Quote:Original post by V-man
Is there is a replacement for this? Something that is in core GL perhaps.
I don't think. As you write, half-floats are obviously going to have a different footprint but they may give a few unpredicted advantages. Anyway, this is old FFP notions, it's good they didn't survive.
Quote:Original post by V-man
I'm using shaders so I can do some manipulation but it would cost instructions.
Are you really expecting a MAD to slowdown? Any card supporting decent floating point formats won't have any issue in managing a bunch of MADs, let alone one.

Previously "Krohm"

If I use float, then I don't need to add additional instructions in the shader. It is just that the texture slows down things because of the format. Also, problem with floating point is that I can't have mipmaps on some hw.
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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