Hi Terry,
If you use an internalFormat of GL_LUMINANCE16F you don't need an
additional scale factor. It's defined in the'ARB_texture_float'
extension which is vendor independent and works on Nvidia, ATI and
3DLabs boards. If I remember right you can use these floating point
textures as any other 2D texture; except that you get unclamped values
in the shader.
Regards,
Christian
Christian,
Thanks a lot for the example code. It appears you are using an
internal format of GL_FLOAT_RGBA32_NV and a texture target of
GL_TEXTURE_RECTANGLE_NV. I was trying to use GL_TEXTURE_2D. Now that
I look, I see the spec for NV_float_buffer states "floating-point
texture maps must be 2D, and must use the NV_texture_rectangle
extension." Argggg!
Anyway, I have found another suitable solution to my particular
problem by using an internal format of GL_LUMINANCE16, which works
fine with GL_TEXTURE_2D. As for the clamping to {0,1}, I think I'll
just have to pass a scalar to my shader by which to multiply the
texture values.
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