walroy
09-26-2006, 12:29 AM
I am currently writing a simulation that needs offscreen rendering with 16 bit precision for each color channel. I was originally using Mesa3D but that was only working in software and so was slow. Instead I now have an NVidia GeForce 6800 GT running under 2000 SP4 on a dual Xenon processor system. The graphics driver is NVidia Forceware 81.98.
I have created an FBO and attached a RenderBuffer. Can I set the pixel format of the RBO to 16 bit? I can set it to RGBA32F and use floating point arithmetic. This produces the correct results but runs slowly - probably because there are a lot of transparent objects involved and that means alpha blending on floats. If I try to set the pixel format to RGBA16 it seems to be accepted, however checks on the state show that there are only 8 bits per color. Furthermore the rendering is consistent with this (i.e. not correct) although it does run much faster.
Any help or suggestions would be appreciated. Note that I have tried updating the drivers to 91.47 (with no effect on the above) but that is another story .....
Roy
I have created an FBO and attached a RenderBuffer. Can I set the pixel format of the RBO to 16 bit? I can set it to RGBA32F and use floating point arithmetic. This produces the correct results but runs slowly - probably because there are a lot of transparent objects involved and that means alpha blending on floats. If I try to set the pixel format to RGBA16 it seems to be accepted, however checks on the state show that there are only 8 bits per color. Furthermore the rendering is consistent with this (i.e. not correct) although it does run much faster.
Any help or suggestions would be appreciated. Note that I have tried updating the drivers to 91.47 (with no effect on the above) but that is another story .....
Roy