For simple pots I can just transform each color before painting with my
toolkit (I'm not going through OGL for these).
But for more complex controls like color spectrums and color-backed
alpha spreads, is there anything other than rendering the control (in
float) to a temporary buffer, doing the apply on the buffer, then
clipping the buffer (color-wise) to the display?
For example, I'm assuming transforming/clipping each point of a gradient
is not the same as generating the gradient in float and
transforming/clipping each pixel of it independently?
My UI is Qt. If I can get away with pre-transforming/clipping my colors
and then just feeding them to a QGradient, I'd be happy. But I can
render everything into a floating-point backing buffer and clip to the
screen if I have to.
Ah yes I noticed my gradients were not looking uniform. If you have an
example of using the picker role, that would be awesome.
Jeremy - any luck getting some sample code that shows how to avoid the
extra display transform?