10.0.1 still passes truncated 8 bit data during rendering?
10.0.1 still passes truncated 8 bit data during rendering?
- Subject: 10.0.1 still passes truncated 8 bit data during rendering?
- From: Michael Jonsson <email@hidden>
- Date: Wed, 28 Sep 2011 00:19:44 -0700
Hi List,
Unless I am missing something, it looks like FCP 10.0.1 is still
passing truncated 8 bit textures when rendering on hardware.
During previewing a call to glGetTexLevelParameteriv([inputTexture
target], 0, GL_TEXTURE_INTERNAL_FORMAT, (void *) &format);
show that the internal format for the inputTexture is GL_RGBA32F_ARB
as expected.
However during rendering (i.e. export) the same call shows that the
internal format if the inputTexture is now GL_RGBA8_EXT (8 bit RGBA)
whereas [inputTexture depth] is reported to be 32 and renderInfo.depth
== kFxDepth_FLOAT32
Obviously the choice of texture formatting during rendering/export is
incorrect and causes all sorts of truncation issues.
A bug # 9772463 was filed on this for 10.0.0 on Jul 13.
Please, please fix this or provide a workaround if such exists.
Regards,
Michael Jonsson
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