Re: Signed colour values and clamping
Lorenzo Pastrana <[email protected]> Tue, 11 Apr 2006 03:14:24 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
I guess what you need is a combiner with GL_ADD_SIGNED_ARB operation check OpenGL 1.4 Specs Table 3.24 for equation details Lo. Robin Charlton wrote: > I'd like to use signed vertex colour values in the range -0.5 to 0.5 > with an additive texture stage to create high-lights and low-lights. > Unfortunately it seems that the colour values are clamped in the range 0 > to 1 before input to the register-combiner. > > The documentation says /Neither floating-point nor signed integer values > are clamped to the range [0,1] before updating the current color. > However, color components are clamped to this range before they are > interpolated or written into a color buffer./ > > Is what I'm seeing consistent with the docs and expected behavour? > > Thanks > __________________________________________________________ > Robin E. Charlton [email protected] > <mailto:[email protected]> > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Lorenzo Pastrana INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).