Also, thinking about it for another 2 seconds, the opengl texture functions allow brightness/gain type stuff as well. That's also a lot simpler than a shader -- I might look into this route -- it's a low-energy path from my current code base.
For example, I think this works for contrast: glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) glColor4f(0.5,0.5,0.5,contrast) -Andrew Zachrahan wrote: > Thanks Andrew, > > I did run across pygarrayimage -- very helpful! Thanks a lot for that. > > It would appear that basic brightness/contrast/gamma can be > accomplished while loading the texture in from main memory via the > glPixelTransfer and glPixelMap functions (red book: > http://fly.cc.fer.hr/~unreal/theredbook/chapter08.html ). It seems > that one can set offset and scaling factors, and even do non-linear > intensity mapping via that API. > > I guess I'll be going super-low level here and just use the relevant > raw gl commands to move pixels around, so that I can easily use these > functions to control the display to my liking. > > Zach > > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
