Re: bilinear filtering from a floating point texture, on Nvidia hardware?
Michael I Gold <[email protected]> Tue, 23 May 2006 17:24:25 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
No - if you use the internalformat hints from the ARB_texture_float extension (e.g. RGBA16F_ARB) instead of NV_float_buffer's FLOAT_RGBA_NV, you will get filtering. (Make sure you test for the extension, as this is only available on GeForce 6x00 and newer, driver versions 75 and newer). Matt Franklin wrote: >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 > > >