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Get accuracy without using floating point textures

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I would like to know if it is possible to get good accuracy when drawing blended single color quads to a texture without using floating point. My card only supports max 8-bit alpha for an FBO and 8-bit just isn't enough. So can someone tell me if there are any other techniques i could use in compensation for the lack of a 16/32bit alpha channel?

Thanks.

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Not sure if your graphic card allows MRT, but another option is to work on a bit level. AKA several channels for a single component. Hopefully this idea helps you in some way.

Cheers.

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