Hello all,
I can't find a way to define a 16 bits unsigned texture without losing precision. In Any type of definition I try (GL_ALPHA16, GL_LUMINANCE16 etc), the hardware downscale the texels into 8 bits registers that when read by the fragment shader gives me no more than 256 values.
I thought that maybe defining it as a depth texture I can get something (more bits to the depth values), but I am not sure this is the right direction.
Any ideas will be highly appreciated.
Thanks,
Yossi



