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Realtime HDR Rendering with SM3.0 question

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Hi, i read a few articles/papers on it and i wondered if there's a way to retrieve the final 32bit per component image to store or modify it later on. I mean the 32bit per component color values before tone mapping and clamping occurs (eg. range 0.0 to MAX_FLOAT). The answer might be obvious for those who are experienced with PS coding and therefor my question might seem stupid but please keep in mind that i am not yet experienced with PS coding at all because of my crappy old hardware. Any help would be appreciated. EDIT: or even better, is it possible to pass multiple float4 variables back to the app or some 0.0-MAX_FLOAT limited buffer which i could read in the app? Thanks. [Edited by - Tree Penguin on September 14, 2004 12:58:39 PM]

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apprently, no they arent clamped (although, i've not tested this myself I admit).
iirc with NV cards you have to be explicate about wanting it to be floating point but with ATI cards it just works once you setup a floating point context and bind a floating point texture to it.

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Ok, thanks. I am targeting for NVidia CG (which is afaik not compatible with ATI cards (am i right?)) so i think i will have to test it at an NVidia card. You gave me some hope anyway ;).

The reason i am hoping to use 16 or 32 bit float per component is because i am working at an animation renderer (an old project of mine which i resumed working on) and i at least want to make it possible to do such high quality rendering.

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