ddpro
11-20-2011, 09:21 PM
Hi there,
I want to create a texture from a GLubyte array.
I am trying to understand the difference between the GL_R8 and GL_R8UI internal texture formats.
As far as I understand the first one stores texture values as normalized fixed point values, while the second one stores the values as integers.
What exactly does that mean? Will the values "look" different in the GPU memory or are same values in both cases represented by the same binary number?
Does it make any difference for precision which of those formats I choose?
And aside from the possibility to read uint instead of float texture values in a shader, is there any benefit of choosing the GL_R8UI format over GL_R8?
I want to create a texture from a GLubyte array.
I am trying to understand the difference between the GL_R8 and GL_R8UI internal texture formats.
As far as I understand the first one stores texture values as normalized fixed point values, while the second one stores the values as integers.
What exactly does that mean? Will the values "look" different in the GPU memory or are same values in both cases represented by the same binary number?
Does it make any difference for precision which of those formats I choose?
And aside from the possibility to read uint instead of float texture values in a shader, is there any benefit of choosing the GL_R8UI format over GL_R8?