This project is read-only.

RGBM Texture Generation

Jan 13, 2011 at 7:46 AM



I like the rgbm encoding, but I don’t know how to generate from an .hdr texture the rgbm counterpart. Is it possible that you tell me what tool you use?


I like a lot what you have achieved in the tutorial 28, congratulations. I’m studding this example to borrow ideas for my HDR implementation.


Thanks in advance.

Bye. José.


PD: sorry for my English.

Jan 15, 2011 at 11:33 PM

I make my own texture converter; it was easier than I initially think.


First, XNA loads hdr textures and returns the float values automatically, even if the texture format is RGBE. Then the conversion to RGBM is easy (I use your code), however, both textures (rgb and m) are more saturated, but they look correct nevertheless. I don’t know why, I use a max range of 50, maybe I will encounter a problem later, when I try to use them.


One more thing, the content pipeline option of the hdr texture called “Texture Format” needs to be “No Change”.


Ok, that’s all; perhaps someone finds this information useful.



Feb 7, 2011 at 1:12 AM

My mistake, i was working in linear space, not gamma. Definitely I would have problem is I continue working in linear space, because gamma stores better lower values. But everything is fine now.