[info-performer] Framebuffer Color Transformation

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From: faculaganymede (faculaganymede++at++yahoo.com)
Date: 12/16/2003 18:30:01


Hello all,

I need to manipulate the RGBA color components of the
framebuffer so the scene that's supposed to be
rendered has the final RGBA = (orig RGBA * 4x4
matrix).

So far, I've tried several methods (as followed), but
none of them produce the required frame rate. The
targeted frame rate is 200Hz for a frame size of
512x512, but I can only get 60Hz-100Hz using these
methods for a very simple application, on an Onyx300
InfiniteReality3. Anyone has any thoughts or
suggestions on this?

1. Using glCopyPixels() and GL color matrix transform,
        ...
        glMatrixMode(GL_COLOR);
        glPushMatrix();
        glLoadMatrixf((const GLfloat*)colorMat);
        ...

2. Using GL accumulation buffer along with its
multiplication and addition operations.

3. Using Auxiliary buffer, pfDraw to GL_AUX0 and then
copy the pixel data back to the color buffers after a
matrix transformation.

=====
Thanks,
faculaganymede

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