Hi Josef,

On Mon, 2005-12-05 at 20:12 +0000, Josef Grunig wrote:
> 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?

Float texture values are not clamped or manipulated by OpenGL, you
should be fine just using them with any float format. Note that color
values are clamped at different stages of the pipeline, so to pass the
values between vertex and fragment and to store them you should not use
the color variables.

        Dirk




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