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MARS_999

GL_RGB_FLOAT32_ATI correct setup

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I am playing around with the GL_RGB_FLOAT32 extension to the glTexImage2D() and was wondering if I have my setup code correct?
float *refraction = new float[WATER_TEXTURE_SIZE * WATER_TEXTURE_SIZE * 3];

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB_FLOAT32_ATI, WATER_TEXTURE_SIZE, WATER_TEXTURE_SIZE, 0, GL_RGB, GL_FLOAT, refraction);


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Quote:
Original post by Enselic
If it is outcome is what you want: Yes.
If it is not: No.

;)


Not following what you are saying? :)

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Quote:
Original post by MARS_999
Not following what you are saying? :)

I think what he means is: have you tried it? Does it work? If so, then all is peachy. If not, then something is wrong in which case post back the specific problem.

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