ainur-engine blogspot.com

Ainur Engine

Ainur is a modern C OpenGL-based game engine. Sunday, October 17, 2010. This is not real HDR because input scene is stored in a PF FLOAT A8R8G8B8 buffer not a PF FLOAT16 RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one storing diffuse in RGB and specular in A and the light pass exceed 1.0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesnt render the sky. With hdrExposure set to 1.5f. The Def.

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Ainur Engine

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Ainur is a modern C OpenGL-based game engine. Sunday, October 17, 2010. This is not real HDR because input scene is stored in a PF FLOAT A8R8G8B8 buffer not a PF FLOAT16 RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one storing diffuse in RGB and specular in A and the light pass exceed 1.0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesnt render the sky. With hdrExposure set to 1.5f. The Def.

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This web page ainur-engine.blogspot.com states the following, "Ainur is a modern C OpenGL-based game engine." We saw that the webpage said " Sunday, October 17, 2010." It also said " This is not real HDR because input scene is stored in a PF FLOAT A8R8G8B8 buffer not a PF FLOAT16 RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one storing diffuse in RGB and specular in A and the light pass exceed 1. 0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesnt render the sky. With hdrExposure set to 1."

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