In NVIDIA Opengl 2.0 support document stands that you can acess 1D and 2D samplers, but cant 3D,cube, rectangle. Ofcourse you have to use float textures in Vertex shaders.
Texture fetch in a vertex shader is currently hardware accelerated only with 2D textures with internal formats of type float32.
Pick one of the following supported formats:
I have read official NVIDIA release notes for 77.72 WHQL drivers, so I dedicated from this that WHAT IS TOLD IN NVIDIA DOCUMENT IS VALID, but now I dont trust to this people in nvidia, who wrote this document and I am very dissapointed of NVIDIA
Matt, I’m pretty sure 1D vertex textures are supported in hardware too. I searched some posts I made on NVIDIA’s devrel forum where I came to the conclusion that they were hardware accelerated based on some tests I’d done (different computer so I can’t check right now). Anyway, even if they’re not, you could just use NPOT textures sized n * 1. NPOT vertex textures work fine (but not ARB_tex_rects).
Originally posted by ffish: Matt, I’m pretty sure 1D vertex textures are supported in hardware too. I searched some posts I made on NVIDIA’s devrel forum where I came to the conclusion that they were hardware accelerated based on some tests I’d done (different computer so I can’t check right now). Anyway, even if they’re not, you could just use NPOT textures sized n * 1. NPOT vertex textures work fine (but not ARB_tex_rects).
Why use a NPOT texture of n * 1?
It’s perfectly valid to create a 2D texture n *1 where n is a power of 2 number.