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I think that, if you want 128-bit colors (4x 32-bit float channels),
you'll need to specify the kCGLPFAColorFloat attribute,
or you'll get an error when you try to create the pbuffer.
("invalid pixel format")Jeff
Claire Rogers <email@hidden> wrote:
Thanks for that. I was looking for something to specifically state floating point pixels like I use under windows. I did actually Find
kCGLPFAColorFloat = 58, /* color buffers store floating point pixels */
in the headers, but nothing equivalent under agl. I'll have a play and see if I can make it work.
Claire
On 15 Sep 2004, at 18:59, Pete Warden wrote:I'm using 16 bit float pbuffers successfully. They only work on later ATI Radeon cards at the moment, 9500, 9600 and 9700, or R350+ if you're looking at the chipset name in the system profiler. They aren't supported on any NVidia cards on OS X yet. Look for "APPLE_float_pixels" in the extensions string.
Here's the pixel format attributes I use:
CGLPixelFormatAttribute pixelFormatAttributes[]={ kCGLPFANoRecovery, kCGLPFAAccelerated, kCGLPFAWindow, kCGLPFAColorSize,(CGLPixelFormatAttribute)(bitsPerPixel), (CGLPixelFormatAttribute)0};
If you set bitsPerPixel to 32, you'll get a plain 8 bit buffer, 64 gives you a half float buffer, and 128 gives you 32 bit floats. There's some restrictions on these pbuffers, you can't do any blending for example.
Pete
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