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akhin

D3D Backbuffer format & D3DFMT_A16R16G16B16F

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Hi ,

When I try to use D3DFMT_A16R16G16B16F for my textures , cubemap texture for reflection and etc
I can do that .

But I can`t create my backbuffer with that format , but with the usual one with 8 bits per
channel.

I want to learn the reason for this.

Additionally , what I am after to learn is, if I am unable to create my backbuffer in 64bits , but 32 bits
format , then how can I use 64bits formatted textures ?

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I don't think there's any GPU's that support D3DFMT_A16R16G16B16F as a backbuffer format for D3D9. Many do for DXGI in D3D10/D3D11. I don't know why that is, but it shouldn't really matter anyway since there's no benefit to doing it on 99% of monitors.

If you want to render to a D3DFMT_A16R16G16B16F surface, just create a render target texture.

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