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Messages - pixartist

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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?

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