Pixel Shader Color Value Range...

Started by
1 comment, last by devronious 17 years, 2 months ago
I am finding that any color register passed from my vertex shader to my pixel shader is reduced to a value between 1 and 0 with a precision granularity of 0 to 256 values only (ie: a value of 1 / 512 or 1 / 1024 and so on is rounded to a value of 1 / 256). Is there a way to increase the precision of the color registers as they are passed? TIA, Devin [edit] the reduction in significance of the color value seems to go away when I switch from ps2.0 to ps3.0. I would like to use 2.0 though. Is there any work around?
Advertisement
Yes. Use texture coordinate registers to transfer your data from the Vertex Shader to the Pixel Shader.
----------
Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.
Did it and it worked!

Thanks,

Devin

This topic is closed to new replies.

Advertisement