FBO and FP buffers
I just looked throught "MOGLGP" book and noticed Dave covers the FPBuffers and got me to thinking about the FBO extension. As of now I am not using a FPbuffer, but with FBO's would the RTT be affected and actually render to a GL_RGB32F_ARB texture type? I am just curious as to how I can get the best precision out of the buffers and RTT for shadowing, reflections ect... Thanks
I'm reasonably sure you can render just fine to a RGB32F texture; of course, a large RGB32F texture is going to take up a lot of texture memory. At any rate, I've had no problems rendering to a RGB16F texture.
Quote:Original post by mhamlin
I'm reasonably sure you can render just fine to a RGB32F texture; of course, a large RGB32F texture is going to take up a lot of texture memory. At any rate, I've had no problems rendering to a RGB16F texture.
So when you render to your RGB32F or RGB16F texture the precision is the same with or without the FP buffers you setup in the new wglPixelFormat()? That is what I am wondering... Thanks
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