Robert, Thanks for that. I can see that this makes sense when (for example) you have an image in disk in RGBA8, and you load it into a texture with a different internal format (e.g. RGBA16F), then a conversion takes place on the way.
But if you have a RTT, does the source format actually matter at all? By setting a texture internal format to RGBA16F and attaching that to a cameraNode, you are saying that the render target is RGBA16F, and shaders and the like operating on the graph underneath the camera can output float values; theres no RGBA8 to 16F conversion going on, is there? David
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