Jump to content

View more

Image of the Day

WIP title screen for #DeathOfAPartisan #screenshotsaturday #gamedev https://t.co/qJNhfZCvd4
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

packing data for shader constants

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 zfvesoljc   Members   

599
Like
0Likes
Like

Posted 09 March 2012 - 09:02 AM

I'd like to pass some values as vertex shader constants. Since I don't need whole float precision (nor do I have space), I'm wondering what would be best way to pack/compress multiple unsigned 8/16bit integer values into one float constant. Target range in shader is 0.0 - 1.0, basically uv coordinates.

forgot to mention, it's shader version 3




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.