Jump to content
  • Advertisement
Sign in to follow this  
underthesun

OpenGL HDR without shaders, aka color greater than (1,1,1,1)

This topic is 3270 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

So, from glColor reference (for opengl ES, at least):
Quote:
Neither fixed-point nor floating-point values are clamped to the range [0, 1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into the color buffer.
When they say "interpolated" do they mean when being multiplied by a texture's texel color? It would be cool if the clamping is done after this interpolation.. is there a way or will it require opengl ES 2.0?

Share this post


Link to post
Share on other sites
Advertisement
the colour component is clamped during interpolation (which means at the point of time it transfers from the vertex pipeline to the fragment pipeline) *and* when it is written to the colour buffer (which means after it has been modified by the texturing and blend state)

If you are doing any sort of HDR these days, you will want to look into using shaders. Using shaders means you can pass the value around as a texture coordinate which wont be clamped.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!