Render Target precision for storing UV

Started by
-1 comments, last by jacko13 14 years, 10 months ago
Hi, I have to write UV from my meshes to render target texture and in next pass I need them, so I have one question about it. What will be enough precision for storing UV in texture? Can I write it to 2x (2 UVs) 8-bits channel? Maybe I need 32 bits precision per UV?

This topic is closed to new replies.

Advertisement