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Before I start hacking away by myself. I wonder if there are any plans to support more general texture formats. At the moment as far as I can see only 8bit RGBA textures are supported (at least in the JOGL backend) or am I wrong on this? I am interested at 16/32bit (HDR) float or even Integer textures (RGBA) and as well single component textures like Intensity, Alpha or Luminance or whatever they are called in GL.
There are no plans but it's certainly would be a good feature to have. If you want to start working on this, I think the classes that have to be changed are ImageData (which is the basic class used to represent the image and is, as you correctly state, currently fixed to be 8-bit per channel RGBA) and, for the JOGL backend, Texture2DLoaderJOGL. I looked into the source for the JOGL Texture (or perhaps TextureData) class and found that it supports a variety of OpenGL image formats ... I just never found time to integrate them into jReality. One might also consider how to use the JOGL Texture (TextureData?) class directly in jReality.
jReality core developer