Blend OSPRay buffer using floating point texture
Improve OSPRay performance to avoid costly CPU conversion from float framebuffer to unsigned char texture.
It is now using a floating point texture to copy values to the OpenGL framebuffer (OpenGL takes care of the conversion).
It is also now possible to use render pass using color values > 1 (like vtkToneMappingPas
) on the OSPRay result.
When not using an OpenGL context, we are using WriteLayer
method, the conversion should be done here.
backport: release
Edited by Michael Migliore