HelloI think ive answered my own question, but im not 100% sure what the proper behavior should be, so im posting to the list.
The attached composition renders a GLSL shader in a render in image macro patch. The GLSL shader specifies a fragment color output of -0.5 (yes, below black).
The image is passed to another GLSL Shader which reads the image and adds +0.75 to the input color.
My result is that the output color rendered is 0.75% luma, not 0.5, which is what id hoped for, and would expect from a floating point texture pipeline.
Does 32bit per channel, differ from what one would expect as a float texture in GL would be able to handle (my understanding is it should handle fragments below 0 and above 1.0.
Does colorspace come in to play here? My understanding is that core image supports floating point/128bit images, but are they clipped? Hows this work? Are there any docs that clearly spell out what is to be expected?
Curious, thanks.
32BitFloat is clipped 0-1.qtz
Description: application/quartzcomposer
BTW, Some sort of HDR processing for sub blacks and super whites (or, rather for my purposes more GPGPU style processing) would be highly enjoyed and used/abused!
Thanks. On Sep 16, 2008, at 11:07 PM, vade wrote:
HelloDoes anyone know of the using Render in Image clips float output images to 0 -> 1.0 range?I am beginning to think it does, based on some GLSL code im using. Has anyone seen this?_______________________________________________ Do not post admin requests to the list. They will be ignored.Quartzcomposer-dev mailing list ([email protected] )Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/doktorp%40mac.com This email sent to [EMAIL PROTECTED]
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