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?

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-- 
Author: Matt Franklin
  INET: [email protected]

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