You mean use RGBE for the textures?  I'm not sure what that would buy me if I'm not using float point buffers.

-- David


Zulfiqar Malik wrote:
Yeah, you will have to do that. You can also look into doing HDR using RGBE which is doable on even older hardware.

On 11/19/05, David Whatley < david@play.net> wrote:
This is, in fact, what we are doing.  But we didn't really get very good
results until we allowed the light values to extend past 1.0.   Looks
like we need some texture balancing though... the problem being that
places painted "white" can blow out when it really shouldn't.  So I
guess we have to adjust the textures so white is like 80% grey or something.

-- David


Zulfiqar Malik wrote:

> HDR (with tone mapping) would definitely do you good. However if you
> want to stick to 8 bit colors then can sort of "fake HDR" by doing a
> post-process pass which filters out pixels above a specified range.
> You can then additively blend that texture over the frame buffer to
> over-brighten the scene. This will give you a nice contrast between
> bright and dark areas. You can optionally use bloom filter (using
> seperable guassian blur or some other blurring technique) to give a
> nice look to the scene. The overbrighting pass need not use a full
> resolution texture which can give you a bit of speed up with lower
> memory requirements. However, already bright pixels might over
> brighten too much (giving a burned out feel which might not look for
> some surfaces), so you have to adjust your filtering according to the
> scene. It might take a bit of testing.
>
> @Jon: You are right. Quake III Arena does use the gamma ramp technique
> to overbrighten the scene.
>
> --
> Regards,
> Zulfiqar Inayat Malik.
>



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--
Regards,
Zulfiqar Inayat Malik.