Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pixartist

Pages: [1] 2
1
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 02:07:27 pm »
Edit: Is it possible to draw an opengl texture using sfml (to the sfml quad) ?

2
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 01:58:25 pm »
Hmm, SFML does not know the GL_RGBA32F enum :(

3
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 01:50:03 pm »
Are you sure they don't just gather multiple components to one? After all, you won't even find a built-in 128 bit integral type in programming languages.

Anyway, SFML doesn't support it :)

No, it really works. It's useful for shaders that contain more detailed information. Also it's 128 bits for all channels together. Each channel is a 32 bit float. I don't know the exact technical solution though.

Too bad I can't find any posts on how to change the surface format in sfml manually and if sfml can even work with modified renderTextures.

4
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 01:45:57 pm »
I'm pretty sure XNA supported 256 bit textures (at LEAST 128 bit though)

Edit: 32bit per channel is max: http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.surfaceformat.aspx

see: Vector4

5
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 01:42:56 pm »
But this is one of the most important features of modern hardware.
64 bit textures? I doubt it.

(PS: I meant per channel)
What games exactly need 64 bits to represent a single color? :o
I for once used it to create a Game-Of-Life shader system... Textures are not only used for displaying images anymore. They are a convenient way of carrying 2D-data.

6
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 01:41:11 pm »
Well, I consider Deferred rendering and HDR pretty important.

I wanna use it for calculating heightmap erosion. Otherwise I'd have to use a double array and manually convert it to a texture every frame...

7
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 01:40:33 pm »
Well, I consider Deferred rendering and HDR pretty important.

8
Graphics / Re: 64-bit textures?
« on: January 05, 2014, 01:38:12 pm »
But this is one of the most important features of modern hardware. How can this not be supported ?
(PS: I meant per channel)

9
Graphics / 64-bit textures?
« on: January 05, 2014, 01:22:54 pm »
Hi, I need to create a texture with a 64-bit color depth (or at least 32 bit). Is that possible? If so, how?

10
Graphics / std::list of RenderTextures [Solved, stupid question]
« on: December 14, 2013, 04:43:50 pm »
Hi, since RenderTextures are nonCopyable, is it possible to store them in a list ?
edit1: In other words, can I create dynamically allocated textures?
edit2: Yes I can

11
Graphics / Sprite::SetScale broken?
« on: November 23, 2013, 08:32:19 pm »
So, I'm setting up a window with a resolution of 800x400 and I'm creating a 800x800 RenderTexture. Then I'm drawing a circle an a square onto the RenderTexture. Now I'm putting the texture into a sprite and setting the sprite scale to 0.5, 1. Now this should draw the sprite without any distortion, but it doesn't. The circle is stretched vertically by a factor of ~1.3. Why?

edit: Got it, scale is relative to the sprite size, not the window size. Used view now and the follwing code to set the size:

       
        float innerRatio = defaultContentSize.x / (float)defaultContentSize.y;
        float outerRatio = winSize.x / (float)winSize.y;
       
        if(innerRatio > outerRatio)
        {
                contentView.setSize(sf::Vector2f(defaultContentSize.x, defaultContentSize.y/outerRatio));
        }
        else
        {
                contentView.setSize(sf::Vector2f(defaultContentSize.x*outerRatio, defaultContentSize.y));
        }
        contentView.setCenter(Tools::VDiv(defaultContentSize, 2));

12
Graphics / Re: Resolution-Independent Rendering?
« on: November 23, 2013, 07:51:54 pm »
Also how do I draw a sprite with a fixed size? My sprite is always rendered fullscreen? I looked into the tutorials, they all describe relative scaling, but none shows how to draw s sprite with an absolute size.

13
Graphics / Re: Resolution-Independent Rendering?
« on: November 23, 2013, 06:37:32 pm »
Yeah but views can't be nested right ?

14
Graphics / Re: Resolution-Independent Rendering?
« on: November 23, 2013, 05:57:00 pm »
okay thanks.

15
Graphics / Re: Resolution-Independent Rendering?
« on: November 23, 2013, 05:42:35 pm »
I did that first, it makes absolutely no difference. GetTexture does not return a pointer, so the texture will be copied anyway, won't it?

Pages: [1] 2