Re: Difficulty with the shaders tutorial
Derakon <[email protected]>
| Newsgroups | gmane.comp.python.opengl.user |
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| Message-ID | <CA+Qo5j6=CKJ5BEkwxzEbKgK14yBqvHu4kTWNgoo5JzO07RyyFQ@mail.gmail.com> |
On Fri, Feb 17, 2012 at 12:39 AM, Nicolas Rougier <[email protected]> wrote: > > > No need to go for OpenGL 3.0 to use shaders. > > Here is code that do what you want (translated from glumpy): > > Color are transformed using the alpha channel of the image (see fragment code) and the color lookup table is a 1d texture. Fill it with any color sequence you want. > > Nicolas > That did it! I have working false-color now; all that remains is to integrate it into the rest of my program. For what it's worth, the color sequence I used does the following ramps (percentages indicate distance along the texture): Red: 0 at 35% to 1 at 67%, held through to 86%, down to .5 at 100% Green: 0 at 10% to 1 at 39%, held through to 61%, down to 0 at 90% Blue: .5 at 0% to 1 at 10%, held through to 31%, down tot 0 at 65% This starts at dark blue, then goes to cyan, green, yellow, orange, red. I got the percentages by manually examining the output of using matplotlib's savefig function. -Chris ------------------------------------------------------------------------------ Virtualization & Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net