Graham Jones (graham.jones++at++sharp.co.uk)
Tue, 21 Jan 1997 15:06:31 +0000
1) More an OpenGL question than a specific Performer question:
The glTexImage2D manual page states that RE, RE2 and VTX graphics
systems do not support colour matrix transformations as textures are
loaded or read back from texture memory. Does this apply to
InfiniteReality graphics as well? I think so, but then I may just be
doing something wrong.
2) Performer question - the pfTexEnv::setComponent call allows one
component of an RGBA texture to be selected and used as a single
component intensity texture. The manual says that a 16 bit RGBA texture
could be used to provide 4 independent 4-bit intensity textures - I
presume this is just an example, am I correct? I want to use a 32bit
RGBA texture as separate 8 bit intensity textures as an alternative to
the colour matrix transformation.
Could somebody clarify the situation here,
Thanks in advance,
Graham.
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England Graham.Jones++at++sharp.co.uk
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