Hi Roman,
On 17/02/2022 17:59, Roman Haefeli wrote:
the gradients between the
pixels shows edges that look like low bit depth (and probably are due
low bit depth).
No clue about high bit depth output. Possible workaround: a shader that
does dithering could help mask the problem, that is if the OpenGL
texture interpolation is not the source of the problem (hopefully it's
done with floats, if not maybe you can do interpolation in the shader
too after reading the texels without interpolation). Check the OpenGL
specification for GL_LINEAR magnification filter details, maybe it says
how much precision is guaranteed.
One thing you could do to diagnose is check pixel values of neighbouring
bands to see if they are off by one (in which case suspect needing
higher bit depth output) or more (in which case suspect OpenGL GL_LINEAR
precision being insufficient).
Claude
--
https://mathr.co.uk
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