saindd Posted October 26, 2015 Share Posted October 26, 2015 Which texture format does Torque use for allowing the storage of HDR information? I'm trying to use a few HDR panoramas that i transformed into cubemaps, but PNG's are clearly not suitable for HDR data. Quote Link to comment Share on other sites More sharing options...
Timmy Posted October 27, 2015 Share Posted October 27, 2015 https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/core/scripts/client/postFx/hdr.cs#L291-L294 Quote Link to comment Share on other sites More sharing options...
saindd Posted November 6, 2015 Author Share Posted November 6, 2015 What i actually meant is: if i use .hdr or .exr as a skybox, will Torque use that HDR information into the pipeline? Quote Link to comment Share on other sites More sharing options...
Nils Posted November 7, 2015 Share Posted November 7, 2015 will Torque use that HDR information into the pipeline? No, I don't think so. It's not supported.If your project involves a game it would be unwise to load such heavy files anyway. What your trying to do is like the opposite of optimization. Quote Link to comment Share on other sites More sharing options...
saindd Posted November 7, 2015 Author Share Posted November 7, 2015 That's simply not true:https://developer.valvesoftware.com/wiki/HDR_Skybox_Creation Quote Link to comment Share on other sites More sharing options...
Nils Posted November 8, 2015 Share Posted November 8, 2015 I meant using .hdr files @saindd . Storing all the HDR information into an uncompressed image file and using it in a game engine would be a bit too much in my opinion: What i actually meant is: if i use .hdr or .exr as a skybox, will Torque use that HDR information into the pipeline? From your example you can read: VTF textures used for HDR skyboxes store their colors either lightly compressed in 16-bit floating point (RGBA16161616f) or heavily compressed as 8-bit integer values (BGRA8888). In either case, they are created by VTEX from uncompressed 32-bit floating point Portable Float Map (.pfm) files So Source™ is able to extract limited HDR from .tga files which I believe is different then just using the .hdr file.Using uncompressed image files in any game is just not a wise thing to do in my opinion. That's what I wrote in my 1st post; so it's not a matter of being true or not! Quote Link to comment Share on other sites More sharing options...
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