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ofFbo does not support GL_LUMINANCE #2952
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Afaik GL_LUMINANCE is deprecated with modem OpenGL. Is it possible to use GL_RED instead? This should bind one channel - it's what we do internally for rendering grayscale images in the programmable renderer pipeline. typed on tocuh
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hey @tgfrerer, setting up the fbo using GL_RED, not sure how this would then be rendered out to greyscale? also, GL_RED is not supported in ES1 |
You can map the red channel to all three RGB channels on the shader to render the texture grayscale again =) E.g.:
I agree, luminance should be supported for ES1, but maybe marked deprecated already, so that people can prepare for further GL versions. I'm curious to hear where the performance bottlenecks are on iOS ES2 & oFGLProgrammableRenderer. I believe we are nowadays getting almost the same frame rates on raspberry pi, with most of the performance lag there due to the cost of doing the matrix math on the CPU. typed on tocuh
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ah yeah, doing the color translation on a shader makes sense. i haven't looked to deep into it but just noticed the performance lag when working on different projects. |
I think in this case we want GL_R8 (or R16 in the case of a true depth texture), no? I ran into this on the Kinect common bridge. |
GL_R8 is not supported on GLES, sometimes GL_RED works but not on all devices (at least on android) not even with GLES2 where GL_LUMINANCE is still supported so i guess we should fix ofFbo to work with GL_LUMINANCE |
Oops, that's GLES3 not 2. That'll teach me.
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this is issue has been discussed a little on the forum,
http://forum.openframeworks.cc/t/offbo-supported-colour-modes/10136
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