Texture format for HDR?

Materials, textures, lighting, postfx
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saindd
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by saindd » Mon Oct 26, 2015 1:37 pm
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.
Timmy
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by Timmy » Tue Oct 27, 2015 4:37 am
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Fri Nov 06, 2015 10:48 pm
What i actually meant is: if i use .hdr or .exr as a skybox, will Torque use that HDR information into the pipeline?
Nils
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by Nils » Sat Nov 07, 2015 3:23 am
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.
saindd
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by saindd » Sat Nov 07, 2015 4:17 am
Nils
Posts: 160
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Sun Nov 08, 2015 3:03 am
I meant using .hdr files @
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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:

saindd wrote: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!
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