wined3d: Allow WINED3DFMT_R32F render targets
stefandoesinger at gmx.at
Sun Oct 14 13:34:41 CDT 2007
Am Sonntag, 14. Oktober 2007 18:24:42 schrieb Chris Robinson:
> With some other fixes, it may work better using pbuffers where there are
> possibly R32F formats available. Unfortunately, by oversight or design, GL
> has no renderable single-component formats* so we have to fall back to
> R32G32B32F, which could be a bit harder on the hardware. Most apps seem to
> only use it for shadow mapping though, so perhaps using a 32-bit depth
> texture would work? And maybe use depth textures for R16F as well.
What does a depth texture return for red, green, blue and alpha when sampled
by a pixel shader, or a vertex shader via VTF? Does it work with fixed
function fragment processing? It may be a workable solution if the returned
channels match, since it doesn't have the texture rectangle restriction.
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