View Full Version : High Precision Textures
squarewithin
12-26-2002, 07:52 AM
How does one make use of 32-bit floating point textures as p-buffers, etc... in OpenGL. I have tried to find documentation with little luck. Any links or pointers are much appreciated
NitroGL
12-26-2002, 08:48 AM
Depends on your hardware. [WGL_,GL_]NV_float_buffer and ATI_float_texture/WGL_ATI_pixel_format_float are the extensions that provide floating point texture support on the GeForceFX and Radeon 9500/9700.
The NV extensions have specs at http://developer.nvidia.com
The ATI extensions don't have any specs ATM, but the glATI.h file (at http://www.ati.com/developer ) has all the entry points and enums for the extensions, and they aren't that hard to figure out.
[This message has been edited by NitroGL (edited 12-26-2002).]
[This message has been edited by NitroGL (edited 12-26-2002).]
SirKnight
12-26-2002, 08:51 AM
For floating point color formats you will need a Radeon 9700 or GeForce FX. At least to do this in hardware. For the nvidia hardware, there is the extensions GL_NV_float_buffer and GL_NV_half_float. I'm not sure with ATI. I'm sure they have similar extensions, I havn't checked yet. You might be able to run these extensions in software but don't expect good performance.
-SirKnight
SirKnight
12-26-2002, 08:53 AM
Ah hah, NitroGL posted when I was typing. http://www.opengl.org/discussion_boards/ubb/biggrin.gif Anyway, he gave you all the info needed for this.
-SirKnight
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