Yeah, but even that is a bit murky. It has something to do with GPU vendors and what they support as rendering targets (shader output)[1]. Also, I'm not sure if we should implement GPU-support for Babl conversions, but just in case we should, conversions could be done with shaders. On Thu, May 14, 2009 at 12:58 PM, Nicolas Robidoux <nrobidoux@xxxxxxxxxxxxxxxx> wrote: > > J. Perpetua writes: >> ... >> OpenGL can only process 1-4 tuples of vector data in the shader >> level, so I can't imagine how we can provide support for Babl >> formats with channels exceeding 4. Also, current generation GPUs >> don't support double-precision floating point data. Providing >> support for RGBA doubles, for example, is difficult. > > My impression is that currently everything is done with float[4] RGBA > pixels (converted from/to whatever by BABL) within GEGL operations. > > Nicolas Robidoux > Laurentian University > _______________________________________________ > Gegl-developer mailing list > Gegl-developer@xxxxxxxxxxxxxxxxxxxxxx > https://lists.XCF.Berkeley.EDU/mailman/listinfo/gegl-developer > [1] See my current plans for (slightly) more details: http://lists.xcf.berkeley.edu/lists/gegl-developer/2009-May/001078.html. _______________________________________________ Gegl-developer mailing list Gegl-developer@xxxxxxxxxxxxxxxxxxxxxx https://lists.XCF.Berkeley.EDU/mailman/listinfo/gegl-developer