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Re: FBO+GLSL write to texture with less than 4 components



> This particular issue would be great to see as a proper ARB extension
> or as part of OpenGL 3.0.  From conversations with people at both
> Apple and NVIDIA

There is GL_NV_float_buffer that defines R and RG renderable formats
(on par with D3D9). Unfortunately it's not exposed on the Macs... But
the extension does exist.

Could Apple please implement support for that? Single and dual channel
floating point renderables are SO useful for various things (writing
high precision linear depth, variance shadow mapping, ...). Wasting 4X
or 2X more VRAM amount and bandwidth is just plain silly.


-- 
Aras Pranckevicius
work: http://unity3d.com
home: http://aras-p.info
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References: 
 >FBO+GLSL write to texture with less than 4 components (From: Mark <email@hidden>)
 >Re: FBO+GLSL write to texture with less than 4 components (From: Jason Green <email@hidden>)



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