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Using IDLgrShaderBytscl on Windows to display floating-point image data quickly. [message #92407] Thu, 10 December 2015 09:26
kagoldberg is currently offline  kagoldberg
Messages: 26
Registered: November 2012
Junior Member
I'm having anomalous hard crashes on Windows7 that I've isolated to my using of IDLgrShaderBytscl as the SHADER object in an IDLgrImage. Everything works perfectly on the Mac side. I wonder if anyone has gone through a debugging process with this, like I am now.

In a nutshell, I want to keep image (IDLgrImage) raw data in floating-point format. I set the IDLgrShaderBytscl's OUT_RANGE to [0b,255b] for display, and I adjust the IN_RANGE to fit my raw data. I set the IDLgrShaderBytscl's UNIT_IN_RANGE to 4 for floating-point, and set the IDLgrImage INTERNAL_DATA_TYPE to 3, which is Float32.

When I Draw on the Mac, everything is great and so much faster than bytscl()! On Windows, I can see that it can work without crashing in some circumstances when RENDERER=0 (Hardware) in the widget_draw's IDLgrWindow. But, I think, in cases where it defaults to software rendering, RENDERER=1, it goes poof when drawing the image in this manner.

Any ideas out there for this? Thanks
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