bilinear filtering from a floating point texture, on Nvidia hardware?
"Matt Franklin" <[email protected]> Tue, 23 May 2006 16:59:26 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Hi-- I'm just looking for a bit of clarification regarding bilinear filtering support under OpenGL vs. DirectX. The Nvidia GPU Programming Guide lists that it supports filtering from G16R16F and A16B16G16R16F texture formats (and it does not support filtering from other float formats, such as R32F). However, the OpenGL extension NV_float_buffer documentation specifies: "Floating-point textures (those with a base internal format of FLOAT_R_NV, FLOAT_RG_NV, FLOAT_RGB_NV, or FLOAT_RGBA_NV) do not support texture filters other than NEAREST. For such textures, NEAREST filtering is applied regardless of the setting of TEXTURE_MIN_FILTER." (A similar statement is supplied for TEXTURE_MAG_FILTER.) Am I correct in deducing that this means the 6 series hardware is capable of bilinear filtering from floating point textures, however, this functionality is only available using DirectX? ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Matt Franklin INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).