Timeline for Lookup table in shader opengl es
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 1, 2014 at 9:29 | comment | added | Joan | Yes doing the unnecessarily complicated way to cope with the limitations of certain systems that are the most likely to pose that additiona limitation... I will allocate a 256*256 texture to store precalculated stuff, now I have to guess what to put there :-) | |
| Aug 31, 2014 at 17:21 | comment | added | glampert | Good question, I would assume that a 1px side is always acceptable, to allow simulating a 1D texture, for example. But I don't know that for sure. | |
| Aug 31, 2014 at 9:27 | comment | added | Joan | By the way, do you know if a texture of height 1 can cause problems in some implementations requiring power of 2 sides? | |
| Aug 31, 2014 at 9:25 | comment | added | Joan | Thanks. Not sure of the advantage in speed doing the computations in the shader, from my unscientifical tests, especially in smartphones, when you add some operations the tradeoff goes to the LUT.... | |
| Aug 31, 2014 at 9:22 | vote | accept | Joan | ||
| Aug 31, 2014 at 1:32 | history | answered | glampert | CC BY-SA 3.0 |