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
> >
>   


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