layout mismatch of PixelToaster and DirectX floating point formats
GoogleCodeExporter opened this issue · comments
The floating point colours of PixelToaster use the "float a, b, g, r;"
layout, while the floating point textures in DirectX (using the
D3DFMT_A32B32G32R32F) have it the other way around. The textures first
have the red channel. This blocks the usage of memcpy for a buffer copy.
Or more importantly, this would render internal buffer locking more awkward.
If we assume that the DirectX layout reflects the "real" layout, then we
might want to reverse PixelToaster's layout as well.
Glenn, what do you think?
Bram
Original issue reported on code.google.com by bram.deg...@gmail.com
on 1 Aug 2007 at 12:48
As the layout of Pixel has no influence on any of the existing code or
conversion
routines, I have altered it to match the layout of the DirectX floating point
textures.
Original comment by bram.deg...@gmail.com
on 3 Aug 2007 at 8:19
- Changed state: Fixed