On Sam, 2017-04-29 at 15:30 +0200, Antoine Villeret wrote: > afaik, Gem only supports 8bit per pixel images > so all pix_* objects have this limitation > I was wondering the same when working on image capture plugin with 10 > or 12bit camera > I didn't find any solution to increase the depth without code > refactoring
I think I found a work-round for my case, since I want to have more bit depth with only one channel (greyscale). I swapped the header of a 24bit greyscale TIFF with the header of an RGB/8bit TIFF and thus was able to get more resolution. However, this doesn't work with the [pix_equal] -> [pix_mask] setup anymore and it seems its too slow anyway. I'm now trying to do the masking with a shader instead and hopefully be able to use the extra bit depth with the trick mentioned above (I'm still quite a GLSL noob, though... this will probably take some time). Roman > 2017-04-28 23:52 GMT+02:00 Roman Haefeli <[email protected]>: > > Hey all > > > > I'm looking for a method similar to what [pix_equal] does but > > supports > > more than 8 bit per channel. With [pix_image] - [pix_equal], it > > seems I > > get only 256 steps with a greyscale image, even if the mask loaded > > with > > [pix_image] has 16 bit. Is this a limitation by openGL or by > > [pix_image]? Would I have more luck when doing it with shaders > > instead > > of [pix_*] objects? > > > > Thanks > > Roman > > _______________________________________________ > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> https://lists.puredata.info/l > > istinfo/pd-list > >
signature.asc
Description: This is a digitally signed message part
_______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> https://lists.puredata.info/listinfo/pd-list
