On Sat, Apr 12, 2008 at 3:01 PM, Zachrahan <[EMAIL PROTECTED]> wrote: > > Thanks, Alex, for the help and suggestions! Hopefully the video card > on the microscope machine can handle large, rectangular, non-power-of- > two textures, because it sounds like that will make my life the > easiest... > > I was initially thinking of doing the tone mapping on the textures > (all I need are controls for min/max pixel intensity and maybe a > gamma) with the glPixelTransfer and glPixelMap functions, which would > modify the intensity values when uploading the texture. But then the > texture-upload would need to be repeated each time the brightness/ > contrast mapping changes. I guess the middle road is to upload the > image as an "original" texture, and then copy it around the video > memory with glCopyTexImage or similar, which will apply the pixel > intensity transforms set by glPixelTransfer and friends.
You'll need to somehow get the image into a texture as 16-bit data if you do this. Not impossible, but not something I'm familiar with. Check out articles on HDR imaging for sample code, I imagine. > > Perhaps most straightforward would be doing the mapping at render-time > with a shader, except that I have no idea how to do that in practice, > or what the level of support for this sort of thing in pyglet is. I do > see the "shader.py" code in the "experimental" directory in SVN, but I > don't know how robust that is -- especially for things like "uniform > variables" which look useful for changing the intensity mapping > parameters on-the-fly. Writing shaders with pyglet is currentyl no more or less difficult than writing them with, say, plain C and GLUT. Besides the experimental/shader.py code, there are some other pyglet projects floating around that have some code you can get started with. Tone mapping with just brightness/contrast would be a very simple shader to write. > Given the current state of pyglet, are any of these approaches more or > less reasonable? Or is this basically an openGL question at this > point, not a pyglet one? Pretty much. If you haven't already, I suggest now is the time to purchase the Red and Orange books (OpenGL and GLSL programming guides). Alex. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
