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Good precision for post proc depth

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I'm writing a deferred shading engine that runs on a Geforce FX (wich does not support render target surface types like D3DFMT_R32F for good depth precision), so, I have to use a format like A8R8G8B8 (the ONLY format supported for RTs). The question is: how can I get a good depth precision with it? This way we have four elements (x/y/z/w), so, maybe it can be used to store a better precision depth, I just don't know how.

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Quote:
Original post by LukeSkyRunner
Geforce FX (wich does not support render target surface types like D3DFMT_R32F for good depth precision)


Install a recent driver, and be positively surprised [smile]

The other approach is also possible - just use one component per a bit range.

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