I’m just a little confused here… what are floating point pixel
values supposed to be good for?
When I asked this question, I had two interpretations in mind, and I
got both of them as answers. In retrospect, they both seem kind of
silly…
Its the way OpenGL addresses points on a screen. Rather than using
pixel values (which change with screen res), use it as a percentage
value. OpenGL then automatically translates into whatever resolution
it’s currently running in.
It is a good idea, as it means you can use fonts and they will stay
the same size with increased res, but get sharper, instead of raster
fonts (such as in windows) which will get smaller as the screen res
increases.
It’s also more intuitive to think of a percentage of the screen for
points rather than a certain number of pixels out of a changing total.
The only downside I can think of is that if the screen is not a 4x3
resolution, graphics will be distorted, whereas with pixel addressing
it won’t.
All your statements are correct, but they apply to 2D graphics. OpenGL
isn’t really geared toward 2D graphics (though, read on, 2D graphics
are included in my thoughts.) When the 2D graphics in question are a
user interface (think modern window composition like Quartz Extreme,)
if you wanted fonts to scale correctly, I can see no reason you
couldn’t actually render them using the 3D acceleration provided by
OpenGL.
I’ve heard things about future video cards from NVIDIA supporting font
acceleration, which would probably do just that, and I hope (but it is
probably just some wishful thinking) some spacing and wrapping as well.On Aug 5, 2004, at 4:49 AM, Aaron Deadman wrote:
On Aug 5, 2004, at 9:12 AM, James Tittle II wrote:
…floating point pixels are good for hi resolution colors (color
values aren’t naturally integers, they’re more continuous), and allow
for better color manipulation calculations because ya don’t have to
worry about saturation/
I don’t see why a gamer would want more than 16,777,216 colors.
The only practical improvement to make to color would be to leave
behind the archaic RGB system that we’ve been bound to thanks to the
colors we can produce using light combinations. As a result, we have a
system that provides us millions of colors, many of them indistinct to
the human eye. As I understand it there are other color formats geared
toward evenly distributed values with what the human eye can actually
see, but I don’t really understand much about the actual distribution.
Anyhow, I’m sure one of you is right, no matter what flaws I can see /
construe in them. If someone would like to clear this up, please do!