During a deferred pass on a D3DFMT_A16B16G16R16F render target I come across this problem:
I'm correctly computing a "in-scatter" value which is a float3 where every component are a 16bit float.
Is there a good way to store (even with a little loss of precision) those 3 values into a single float (16bit)?
EDIT: scatter is a float3 where every component is in the [0,1] range
Edited by mauro78, 26 September 2012 - 02:10 PM.