View Full Version : rendermonkey texture buffer format bug ?

09-28-2010, 04:50 PM
On some depth Depending Shaders I realized that Rendermonkey does not uses any Texture Format I select from the list box.

For Example I Select: A32R32G32B32

but it hardcoded always selects A8R8G8B8

the format is also nowhere saved in the XML wrapped rfx file

http://img375.imageshack.us/img375/1756/76541522.th.jpg (http://img375.imageshack.us/i/76541522.jpg/)

I can't test my shaders pretty well with this method.

http://img251.imageshack.us/img251/4999/12927675.th.jpg (http://img251.imageshack.us/i/12927675.jpg/)

Here I try to recalculate the normals from depth.

I need to set my near and far plane so close together to get good results that its useless for testing.

Here a little example with near and far just 10 units apart.
http://img829.imageshack.us/img829/8239/rendermonkeynormalsfrom.th.jpg (http://img829.imageshack.us/i/rendermonkeynormalsfrom.jpg/)

I now see low Alpha Channel resolution.

Anyone else knows this Bug or how to avoid it ?

Btw: I tested my shaders in a different 3D-Engine with 32bit alpha channel and it works perfectly fine :), but I want to use Rendermonkey for Shader development