Many thanks to Andreas Zieringer for answering me to the "Using Vertex Textures" post.
Now I'm a little confused on how floating point (32 bit or 16 bit) textures work when used in a shader. What I need is that the float values of the texture (in an unspecified range) can be fetched from a shader program (vertex or fragment) without loss of precision and without range change or clamping. Is this possible? Which is the right pixel format/type to use? Should I specify a particular InternalFormat? Many thanks, -- Josef Grunig www.blending-life.org ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_idv37&alloc_id865&op=click _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
