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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