[sldev] Cache politics: performance vs obfuscation
John Hurliman
jhurliman at jhurliman.org
Sat Jun 14 10:52:33 PDT 2008
If you really want to tackle banding/posterization, SL should be using an
sRGB color format for textures. It's already encoding textures in sRGB
color-space (see llimagej2coj.cpp:282), but feeding that non-linear data
into a linear rendering equation (and later back to non-linear color space
to display on the monitor) is going to introduce artifacts like
posterization. Using OpenGL's sRGB texture format (
http://opengl.org/registry/specs/EXT/texture_sRGB.txt) will automatically do
the conversion to linear space before feeding the data into any shaders.
Converting to a new texture format won't fix much until you tackle the
underlying issue.
John
On Sat, Jun 14, 2008 at 9:26 AM, Strife Onizuka <blindwanderer at gmail.com>
wrote:
> *cough* well it is new and hasn't been accepted as a standard as of
> yet, should be only a matter of time before we see third party
> libraries. Assuming we can get proper rendering support for JPEG XR,
> it would reduce posterization and color washout (which would be cool).
> I was more thinking of this as something to keep an eye on for the
> long term. I totally agree that for the short term it's not feasible.
>
> Strife
>
> On Sat, Jun 14, 2008 at 9:27 AM, Jason Giglio <gigstaggart at gmail.com>
> wrote:
> > Strife Onizuka wrote:
> >> Has anyone considered switching to JPEG XR? It's supposed to be faster
> >> and give better compression. I'm not advocating that images should be
> >> re-encoded, just that all new images would be uploaded in the JPEG XR
> >> format instead of JPEG2000. JPEG XR also does a good job of dealing
> >> with large images, allowing for decoding at various resolutions and
> >> sections of the image (this would be beneficial to SL).
> >>
> >
> > "Faster" doesn't mean much if it's so obscure that highly optimized
> > decoding libraries (that work on 3 platforms) don't exist.
> >
> > -Jason
> >
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