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Gordon
email@hidden wrote:
Here's how I'm using it:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB_FLOAT32_APPLE, width, height, 0, GL_RGB, GL_FLOAT, float_texels );
And here's a small GLUT program that successfully uses a float texture in a shader (though shows the artifacts when used at the same time as a non-float texture):
http://www.acm.uiuc.edu/~kcrane/fptex_artifacts.tar.gz
Keenan
---- Original message ----
Date: Tue, 23 Nov 2004 14:36:17 -0500please
From: Gordon Erlebacher <email@hidden> Subject: Re: Float textures in shaders To: email@hidden
Cc: email@hidden
I have had my share of problems with GL_RGB_FLOAT32_APPLE. Could you
send the full line with glTexImage2D? I have never been convinced that the floating texturesGL_RGB_FLOAT32_APPLE)
work properly. Thanks.
Gordon
email@hidden wrote:
I'm getting artifacts like this:
http://www.acm.uiuc.edu/~kcrane/floattex_artifacts.jpg
when I try to multiply a floating-point texture (using
thingwith an 8 bit/component RGB texture in a fragment shader. The strange
texturesis I only get these artifacts when the output color is dependent on both
using-- passing through one texture or the other gives the correct results. I'm
email@hiddena mobility 9700, 10.3.6, and Cg version 1.2.1001 w/ arbfp1
Keenan
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| >Re: Float textures in shaders (From: <email@hidden>) |
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