Re: 10.0.1 still passes truncated 8 bit data during rendering?
Re: 10.0.1 still passes truncated 8 bit data during rendering?
- Subject: Re: 10.0.1 still passes truncated 8 bit data during rendering?
- From: Martin Baker <email@hidden>
- Date: Thu, 09 Feb 2012 11:56:45 +0000
Thankfully this bug is now fixed in 10.0.3
Martin Baker
www.digital-heaven.co.uk
www.twitter.com/digitalheaven
www.videospaceonline.com
www.finalcutters.com
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On 28 Sep 2011, at 08:19, Michael Jonsson wrote:
> 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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