GL3

I got back into OpenGL this past week and spent some time getting caught up on all the new features of OpenGL3 and the sweet bindless graphics extensions nVidia released in their 185 drivers.  There’s a lot to like, but also some minor aggravations.  

As a test I wanted to get a simple tonemapping function working with framebuffer objects and floating point rendertargets.  The geometry I was rendering had color values in the range [0, 4] and the tonemapping shader would map [1, 3] -> [0, 1] for display.  Simple enough, except the result was entirely black.  After searching around a bit I took a peek at the OpenGL color_buffer_float extension spec and found that I have disable [0,1] clamping using glClampColor.  

Now everything is nice and pretty.

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