COZE
03-22-2004, 01:41 AM
I have tryed to do 12bit tresholding on Radeon9000 mobility. I`m using 3Dtexture
with internal format GL_LUMINANCE12 and GL_ATI_fragment_shader to lookup this 3Dtexture.
As 12bit lookup table I`m using 2D RGBA8 texture with width 2048 height 2.
On GF FX and 4TI (using GL_NV_texture_shader and GL_ARB_fragment_program ) it works
nice and correct. But on R9000 after change exactly about 16 of theshold value,I see change of result image.
So internal my 3D texture is not LUMINANCE12 but LUMINANCE8.
I read on forum that R8500/9000 should have 12bit internal precision should it be because of mobility or some of my mistake?
I posted this quastion on beginners forum when this one was not available but unsuccessful. perhaps someone here can help me :-) ?
thanks
with internal format GL_LUMINANCE12 and GL_ATI_fragment_shader to lookup this 3Dtexture.
As 12bit lookup table I`m using 2D RGBA8 texture with width 2048 height 2.
On GF FX and 4TI (using GL_NV_texture_shader and GL_ARB_fragment_program ) it works
nice and correct. But on R9000 after change exactly about 16 of theshold value,I see change of result image.
So internal my 3D texture is not LUMINANCE12 but LUMINANCE8.
I read on forum that R8500/9000 should have 12bit internal precision should it be because of mobility or some of my mistake?
I posted this quastion on beginners forum when this one was not available but unsuccessful. perhaps someone here can help me :-) ?
thanks