Thanks again sireric.
Maybe that's why I thought of it as "in the shader". The position it's done is as if it were done in the shader (after texture read, and at the end of the shader), even if it's actually done with an external switch.
Certainly a step forward from how it was done earlier, but I still want a linear buffer with an exponent.
Chalnoth:
RGBe could give a benefit for current titles over sRGB, without any software changes, with no bandwidth costs. So it doesn't need an etheral future game to be useful. And I think it would be simpler hardware too.
Maybe that's why I thought of it as "in the shader". The position it's done is as if it were done in the shader (after texture read, and at the end of the shader), even if it's actually done with an external switch.
Certainly a step forward from how it was done earlier, but I still want a linear buffer with an exponent.
Chalnoth:
RGBe could give a benefit for current titles over sRGB, without any software changes, with no bandwidth costs. So it doesn't need an etheral future game to be useful. And I think it would be simpler hardware too.