@JonOlick @cmuratori YCoCg is a linear transform of RGB, so all the usual operations work in it (blend, lerp, etc).
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Replying to @JonOlick
@JonOlick@cmuratori Yeah, I just saw Sean already addressed it. Thanks for helping, NewTwitter.1 reply 0 retweets 0 likes -
Replying to @tom_forsyth
@tom_forsyth@JonOlick@nothings OK, so I'm still not sure on the original question - why doesn't it exist? Is it not as useful as I think?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@tom_forsyth@JonOlick@nothings I'm thinking you would use it as a render target format? Esp. good because post-proc uses LC more than RGB.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@JonOlick@nothings It's useful, just most of the formats were chosen before really good pixel shader support, and never updated.1 reply 0 retweets 0 likes -
Replying to @tom_forsyth
@cmuratori@JonOlick@nothings You can construct it yourself by binding multiple render targets. Slightly klunky.1 reply 0 retweets 0 likes -
Replying to @tom_forsyth
@tom_forsyth@JonOlick@nothings I was assuming that would be too slow, but I suppose I should actually check...2 replies 0 retweets 0 likes -
Replying to @cmuratori
@tom_forsyth@JonOlick@nothings The memory bandwidth would be the same, so, there's that.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@JonOlick@nothings And if just doing Y processing, you don't even bind the UV/CoCg buffer, so it's actually lower.1 reply 0 retweets 0 likes
@tom_forsyth @JonOlick @nothings Hmmmm.... HMMMMMM, I say!
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