Proper RGBA32F fbo support in deferred rendering

About Monkey 2 Forums Monkey 2 Programming Help Proper RGBA32F fbo support in deferred rendering

This topic contains 4 replies, has 2 voices, and was last updated by  Mark Sibly 1 year, 9 months ago.

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #9281

    Hezkore
    Participant

    I notice that despite the Mojo3D deferred renderer requesting an rgba32f texture, Mojo actually only provides 8bit rgba textures.
    This means dark colours are losing precision, due to the gamma adjustments (for linear lighting)

    Here’s a simple gradient:

    And here’s how it looks in the deferred renderer:

    See how poopy it is?
    And that’s without any light sources and the EnvTexture being a 1×1 black texture.

    Is there an eta. on when we can expect rgba32f support so that linearspace lighting doesn’t ruin the darks?

    xoxo Eternally yours, Hezkore

    #9282

    Hezkore
    Participant

    Here’s the code if anyone wants to give it a go themselves.
    The “test.png” file is in the first post.

    #9284

    Mark Sibly
    Keymaster
    #9285

    Hezkore
    Participant

    Thanks.
    Why is PixelFormat.RGBA32F not default.. infact you’ve commented that out.
    Is it for backwards compatibility or something?

    UPDATE: Looks like it’s been changed in newer Mojo3D, it was just my old version

    #9286

    Mark Sibly
    Keymaster

    Not sure what the default will be yet. Float textures are strictly speaking an extension under GLES2.0 so I initially just wanted to play it safe.

Viewing 5 posts - 1 through 5 (of 5 total)

You must be logged in to reply to this topic.