Float texture formats.

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1 comment, last by GhostAce 18 years, 4 months ago
Hi. It is impossible with my hardware (GF6600) to use float16 textures in vertex program and float32 textures in fragment program. Driver fall's back to software rendering (or whatever). Does any GPU have access to f16 in VP and/or f32 in FP? I was pretty sure there isn't, but yesturday I saw a demo using D3DFMT_R32F for shadowmaps. I checked nVidia texture_float specification and there is nothing like RED_FLOAT32 format - so how come in DirectX there is? Could anyone clarify this to me? thx in advance
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I don't know about VP's (I thought that you could use fp16 in them, but just unfiltered), but in the FP it's totally possible... although do note that again FP32 is unfiltered everywhere. Look at the ARB_texture_float: I think you want one of the single component 32 ones, so for example "ALPHA32F_ARB".
You are right - unfiltered f32 runs fine in fragment program .<br><br>thanks

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