"If the blind lead the blind, both shall fall into the ditch."
- Matthew 15:14

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HDR
Monday, September 5, 2005 | Permalink

Executable
Source code
HDR.zip (2.9 MB)
HDR.7z (2.4 MB)

Required:
GL_EXT_framebuffer_object
GL_ARB_shader_objects
GL_ARB_vertex_shader
GL_ARB_fragment_shader
GL_ARB_shading_language_100
This is an HDR (high dynamic range) rendering demo, complete with the mandatory butter-on-my-glasses blur effect.
The main scene is first rendered to an RGBA16F texture. For the blur effect it's downsampled and converted to a fixed point format. This texture is then blurred in several steps, with each step sampling at twice the size as the previous step. The HDR assets, which is actually only the skybox, an RGBE format is used. The RGB components are stored as DXT1 and E as L16. This cuts down the storage space (and download size!) and memory bandwidth requirement to less than 1/3 of the cost of RGBA16F with no perceivable loss of quality. This also allows for filtering all the way back to R300.

This demo should run on Radeon 9500 and up and GeForce 6800 and up.