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Texture format conversion

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Hi! I need to convert textures to A32B32G32R32F format at run time in my app, and I'm wondering what's the best way to do it. Normally I'd create a D3DFMT_A32B32G32R32F render target, and render a full screen quad to it with the source texture and using a pass-through shader. Is there a simpler, more DirectXish way to do this?

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