Comments (3)
I was already planning on trying it for v3 (with Aras's EXR writer). :-)
I definitely agree that having to build OpenEXR is a big bother for people who just want to get started using pbrt, so my basic plan is to adopt those and try to make that work.
It's probably worth trying this soon for v2, to make it easier before v3 comes out.
from pbrt-v2.
Cool!
Let me know if you find any missing features in tinyexr. I'll try to implement it.
from pbrt-v2.
Fixed in v3 by including openexr in the cmake build; will not fix for v2 at this point.
from pbrt-v2.
Related Issues (20)
- artifacts when EWA magnifies texels
- invalid LookAt causes crash
- ringing pattern generated by path tracing HOT 3
- Question about photon power HOT 1
- Texture blurring at the focal plane in scenes with DOF. HOT 2
- PBRT does not handle single-channel EXR textures HOT 1
- About screen clamping in irradiance cache. HOT 1
- build issue HOT 1
- 4D noise HOT 9
- Distribution1D::SampleContinuous problem HOT 1
- L2-Norm in exrdiff HOT 1
- BVH Cost Function HOT 2
- PermutedRadicalInverse() is horribly broken
- Ambient occlusion in scenes with light sources HOT 1
- How to use pbrt to render an animation sequences? HOT 1
- villa-daylight.pbrt HOT 1
- UniformSampleSphere in AmbientOcclusionIntegrator::Li HOT 1
- Using the same code build on Windows and Linux got different result.
- Wrong direction of shading tangents in Triangle::GetShadingGeometry causing wrong bump mapping HOT 1
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from pbrt-v2.