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underthesun

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

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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?

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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.

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