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WizardOfOzzz

Precision of 16 bit (565) texture interpolation

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I remember trying to use two channels of a 565 texture to get 11 bits of precision back in the day. On old hardware it didn't work because the hardware interpolated the values at a much lower precision then was needed. Does anybody know if this has changed for DX10 class hardware? I haven't found any guidelines in DX10 for what type of precision you get for a given format. Sometimes 10+6 or 11+5 bits are just what the doctor ordered so it would be nice if you could combine them without doing interpolation manually in the shader (expensive!). Cheers! Eric P.S. If I don't get a response in a day or two I'll make up a test and report back with my results.

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What type of interpolation are you refering to? Why would you have to worry about this with APIs like DX or OGL?

Do you mean bilinear filtering interpolation? I would simply let the hardware take care of this. And why would you use a 16 bit texture these days anyway? Nowadays hardware is probably optimized for 32bit textures.

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As I understand it, Direct3D10 guarantees a certain level of precision regarding interpolation and floating-point operations in general.

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Thanks Sc4Freak. I have scoured the net and can't find any documentation about texture filtering precision in D3D10. I know there are constraints for 32 bit textures but I can't find out for lower.

The reason for doing this is for memory considerations. I'm doing volume rendering and up to 512^3 volumes. I have some data I want to store in the volume but it doesn't need high precision. I need at least 11 bits for the primary data so if I could use RG for that and B for the other stuff I would save 128MB of memory! ( compared to one 16 bit and one 8 bit texture ).

Eric

PS> I noticed D3D has a 1 bit texture.. That would be cool to use too so I wonder what the precision is for that. Gotta find some time test this stuff!

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