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Posted 15 August 2012 - 11:12 AM
Posted 15 August 2012 - 02:16 PM
Posted 15 August 2012 - 02:46 PM
Edited by Ignifex, 15 August 2012 - 02:47 PM.
Posted 15 August 2012 - 04:44 PM
Edited by weeska, 15 August 2012 - 04:48 PM.
Posted 16 August 2012 - 05:24 AM
Yes, there are obvious restrictions to the types of the separate render buffers attached. All must have the same number of color channels. However, data types may differ. I have used 4 channel half-float and float buffers in MRT without problem.
Posted 16 August 2012 - 06:16 AM
Edited by Ignifex, 16 August 2012 - 06:27 AM.
Posted 17 August 2012 - 03:40 AM
Technically, the number of channels is a semantic quantity--the underlying hardware will use whichever internal format it wants to. E.g., RGB is almost always some for of RGBA under the covers, because hardware operates on ones and fours. For example, I would guess that RG16F would be stored in four 8-bit channels. You probably knew that though.
Edited by Geometrian, 17 August 2012 - 03:41 AM.
Posted 17 August 2012 - 04:44 AM
Every time you add a boolean member variable, God kills a kitten. Every time you create a Manager class, God kills a kitten. Every time you create a Singleton...
Posted 17 August 2012 - 05:20 AM
The rules should be more relaxed on OpenGL 3.0 and onwards. However if you look at http://www.opengl.or...mebuffer_Object it still says: "There's one more rule that can trip you up: The implementation likes your combination of attached image formats. (GL_FRAMEBUFFER_UNSUPPORTED when false)."