![]() One more thing to mention: Instruments will report an "Invalid enum for argument 'type'" message, but it does work anyway. Working creation of the FBO's color attachement texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_HALF_FLOAT_OES, NULL) So in general it seems like only half precision (2 bytes, 1 sign bit + 5 exponent bits + 10 fraction) floating point numbers are supported on the iPad2. Using GL_FLOAT instead results into an incomplete framebuffer object, which is really sad, cause I was building a summed area table (SAT) and got a big precision problem here. It is possible and the values are not clamped to at all, when using floating point textures, but it does only work using GL_HALF_FLOAT_OES as the texture's internal format. Is there a possibility to find a workaround here or does somebody have an idea which could help me with my problem? :) Now I have read on (under glTexImage2D) that all values are clamped to a range of and also I didn't find a glClampColor instruction. ![]() I then want to use the color attachement of the FBO this values where rendered to and use it as a texture in another FBO. ![]() I need gl_FragColor to "paint" floating point values, which also can be negative (x 1.0.
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