Am 07.06.2009 um 23:34 schrieb Henri Verbeet:
Ok, I guess the format could just be named badly, although Chris makes
a good point about precision, even if the values are normalized.
There's D3DFMT_D24FS8 in the standard d3d formats, so I guess if they
just wanted to make it a float format ther
2009. 06. 7, vasárnap keltezéssel 19.44-kor Stefan Dösinger ezt írta:
> Am 07.06.2009 um 10:35 schrieb Henri Verbeet:
>
> > 2009/6/7 Frank Richter :
> >> As far as I could gather DF16 is the "ATI way" of getting a
> >> renderable
> >> 16 bit depth texture.
> > Without knowing much about the actu
2009/6/7 Frank Richter :
> On 07.06.2009 22:22, Henri Verbeet wrote:
>> Even if the format isn't lockable, you can still use the data with a
>> shader.
>
> If it's a typical depth format the shader will see normalized values.
>
Yes, but floating point formats aren't "typical".
> Information on DF1
Am 07.06.2009 um 10:35 schrieb Henri Verbeet:
2009/6/7 Frank Richter :
As far as I could gather DF16 is the "ATI way" of getting a
renderable
16 bit depth texture.
Without knowing much about the actual format, DF16 implies this should
be a floating point format, similar to the ones provided
2009. 06. 7, vasárnap keltezéssel 23.05-kor Frank Richter ezt írta:
> On 07.06.2009 22:22, Henri Verbeet wrote:
> > Even if the format isn't lockable, you can still use the data with a
> > shader.
>
> If it's a typical depth format the shader will see normalized values.
>
> Information on DF16 s
On Sunday 07 June 2009 2:05:41 pm Frank Richter wrote:
> On what graphics cards is that extension supported?
> DF16 is supported since the R300. It appears that float depth formats
> are much younger, so it seems unlikely DF16 is actually a float format
> internally.
Just to note, there is a much
On 07.06.2009 22:22, Henri Verbeet wrote:
> Even if the format isn't lockable, you can still use the data with a
> shader.
If it's a typical depth format the shader will see normalized values.
Information on DF16 seems to be sparse, one thing I found was:
http://discussms.hosting.lsoft.com/SCRIP
2009/6/7 Frank Richter :
> On 07.06.2009 19:35, Henri Verbeet wrote:
>> 2009/6/7 Frank Richter :
>>> As far as I could gather DF16 is the "ATI way" of getting a renderable
>>> 16 bit depth texture.
>> Without knowing much about the actual format, DF16 implies this should
>> be a floating point form
On 07.06.2009 19:35, Henri Verbeet wrote:
> 2009/6/7 Frank Richter :
>> As far as I could gather DF16 is the "ATI way" of getting a renderable
>> 16 bit depth texture.
> Without knowing much about the actual format, DF16 implies this should
> be a floating point format, similar to the ones provided
2009/6/7 Frank Richter :
> As far as I could gather DF16 is the "ATI way" of getting a renderable
> 16 bit depth texture.
Without knowing much about the actual format, DF16 implies this should
be a floating point format, similar to the ones provided by
ARB_depth_buffer_float. Also, could you please
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