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Float textures


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Posts: 220

Joined: Fri Apr 17, 2009 7:38 am

Location: Fi

Post Sun Aug 19, 2012 8:56 am

Float textures

Axiom (0.9) doesnt give me float texture.

From axiom.log:
[04:41:09] [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_GR PF_SHORT_RGB


For some reason it doenst show float formats (my ATI HD4870 supports them).

From mogre.log (version 1.7.1 (Cthugha))
22:46:11: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB


There they are..

Veteran

Posts: 220

Joined: Fri Apr 17, 2009 7:38 am

Location: Fi

Post Sun Aug 19, 2012 9:26 am

Re: Float textures

Ok, I found where that problem occurs.
In GLFBORTTManager.cs line 458, there is
// Buggy NVidia Drivers fail on 32Bit FP formats on Windows.
if ( PixelUtil.IsFloatingPoint( (PixelFormat)x ) && PlatformManager.IsWindowsOS && !this._atiMode )
{
continue;
}


It executes that continue (when float textures) , even I have ati-card.

Commenting it out, I get
[05:22:54] [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB


Seems right.
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Posts: 1588

Joined: Thu Mar 02, 2006 11:29 pm

Location: Boston, MA, USA

Post Mon Aug 20, 2012 9:17 am

Re: Float textures

Can you debug and see why this._atiMode is false for your card?
Borrillis
The Steward of Axiom

Veteran

Posts: 220

Joined: Fri Apr 17, 2009 7:38 am

Location: Fi

Post Mon Aug 20, 2012 9:58 am

Re: Float textures

Seems that _atiMode will never be true.

In GLRenderSystem.Initialization.cs, there is call
this.rttManager = new GLFBORTTManager( this._glSupport, false );


In GLFBORttManager.cs
internal GLFBORTTManager( BaseGLSupport glSupport, bool atiMode )
: base( glSupport )
{
for ( int x = 0; x < this._props.GetLength( 0 ); x++ )
{
this._props[ x ] = new FormatProperties();
}
this._atiMode = atiMode;


so it sets _atiMode to false. There isnt _atiMode=true; anywhere.
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Team Member
Team Member

Posts: 1588

Joined: Thu Mar 02, 2006 11:29 pm

Location: Boston, MA, USA

Post Mon Aug 20, 2012 10:02 am

Re: Float textures

Doh! I'll check out how this is handled in Ogre and fix it up.
Borrillis
The Steward of Axiom

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