Hey, i've been thinking about bootlegging these fancy new DirectX 9.0 cards to do some cool oldskool software rendering in a float buffer, and i've designed a next generation concept for my TinyPTC library to work with floating point r,g,b,a pixels.
I've got a brief outline up at http://www.gaffer.org/tinyptc, more specifically the design is sketched out at http://www.gaffer.org/tinyptc/tinyptc.hpp
What do you guys think? floating point color, future of software rendering or insane crazy stuff :)
(punches maitrek in the nuts) it can be useful knowing how to program, and it can be useful to do things that other people may have already done themselves, as you might be able to use it for things that other versions simply wont allow.
i occasionally use a float frame buffer, and i used it in a application i wrote and use almost everyday, and i look at comercial software that does the same thing horribly (the max5 bake texture is trully horrible) Yes, someone else already did it, but they did it like _SH_T_
i used a float frame buffer to hold rgba and a 32 bit amask, also had a temp float to hold another coverage related number to save recalculating...
i meant software rendering, ie. for raytracers, demos etc. doing software rendering to a framebuffer - but its a float framebuffer, made possible and practical by nice stuff like dx9 cards and SSE2 - floating point hardware rendering is nothing new, i'm just proposing to use that hardware for something different, for hobbyist purposes
btw, i do a lot of software AND hardware rendering these days, i'm by no means arguing that anybody SHOULD do their rendering with software instead of hardware, but if they want to code framebuffer stuff, why not benefit from the coolness of floating point pixel formats - it would be nice for high end renderers, raytracers etc, or for realtime software rendered demoscene type stuff etc etc... :)
I'm going to shoot myself....now
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