openexr-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Openexr-devel] working with "half float" textures in OpenGL


From: Paul Schneider
Subject: Re: [Openexr-devel] working with "half float" textures in OpenGL
Date: Mon, 28 Feb 2005 15:29:26 -0800


Hi, Paul,

half support is part of Apple's "float pixels" extension.  Check out

http://developer.apple.com/graphicsimaging/opengl/extensions/ apple_float_pixels.html

for how to use this feature.


- Paul



On Feb 28, 2005, at 8:28 AM, Paul Miller wrote:

Drew Hess wrote:
They're not.  But you can use the ATI half type to get filtering of

Does anyone know which Apple systems come with hardware that supports the half type? I note my ATI Radeon 9600 XT (that came with my dual G5) doesn't expose any "half" extensions, but does support GL_APPLE_float_pixels.

half textures (only half, not float) on NV40-class hardware.
Ciaran Wills <address@hidden> writes:
On Fri, 2005-02-18 at 13:58, Paul Miller wrote:

GL_FLOAT_RGB16_NV textures don't seem to be filtered on my 3400FX either. But I remember reading something about float textures only being point-sampled. Not a huge deal for what I am doing.

I swear I had my 1100FX doing it a couple of months ago, but as I can't
get it to do it again now I may well have been imagining it :(



--
Paul Miller | address@hidden | www.fxtech.com | Got Tivo?



_______________________________________________
Openexr-devel mailing list
address@hidden
http://lists.nongnu.org/mailman/listinfo/openexr-devel





reply via email to

[Prev in Thread] Current Thread [Next in Thread]