From: Stephane R. <ro...@ca...> - 2005-07-15 13:15:48
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Hi, I'm devopping a command line program on Windows. I have to write code (C++) to rasterize vector data (3d polygons and polylines). The code will be used to produce images for GIS where the RGB components a not representing a color, but another attribute (can be for example an height map where the Intensity component is an altitude in centimeters between 0 (sea level) and 885000 (Everest height in cm) ). I cannot have a lost in precision.=20 As a first idea, I wanted to use OpenGL (using the OpenGL implementation and drivers from my Windows OS).=20 But I can't because I need to be able to handle RGBA pixel format at least 16bits per channel and Grayscale pixelformat > 16bits per channel, and some graphic card manufacturers drivers are internally "truncating" the channel values for faster computation. I cannot afford loosing precision.=20 I need to render the scene offscreen (command line application without window) with and without antialiasing.=20 I read in the ML archive that there is no antialiasing done in SW. I can bypass that by generating a bigger image and resizing it down using a filter (box or gaussian). Here are my questions : Does Mesa3d supports vertex and pixel shaders in software ? If I'm using mesa3d for processing a pixel format setting CHAN_BITS to 16 or 32 in config.h, can I be sure that the computation is really done with this precision ? (not truncated to 8 bits internally for example)=20 Is Mesa3d SW suitable for my needs ? Thanks a lot in advance, Stephane Routelous http://www.exotk.org |