Rendering to 16bit per channel textures

I’m pretty sure I’m clear on how to blend 16bit per channel textures on Windows:

First you can only get the 16bit per channel if you use pbuffers

Second you must enable WGL_FLOAT_COMPONENTS_NV (or equivalent) to actually get a real 16 bit pbuffer

Third since blending of float textures is not supported and an absolute requirement for me, I use a pair of shaders in combination with extensions like WGL_DRAW_TO_PBUFFER & wglBindTexImageARB to compute the blending as effeciently as possible in the shader (without copying the frame buffer to and from the card).

Question: I’m comfortable enough to handle the shader stuff on Mac but all the other things in the 3 steps I don’t quite know how to approach.

I’m aware of course as to how to set up an 8bit per channel hidden window on Mac for use in lieu of a pbuffer… but how to make it 16bit? How to bind the framebuffer as a texture that I can access in fragment shader?

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