RE: bilinear filtering from a floating point texture, on Nvidia hardware?
"Pat Brown \(OpenGL\)" <[email protected]> Tue, 23 May 2006 17:54:26 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
There are two different sets of float textures supported on NVIDIA hardware. The NV float formats were introduced for GeForce FX, which didn't support any filtering of floating-point textures. We spec'ed this as a "feature", for better or worse, in the language you cite below. When the ARB standardized float textures (ARB_texture_float), we started with ATI's floating-point texture extension, which didn't have this limitation. NVIDIA supports the ARB extension on the GeForce 6 series and up, and plan to do so going forward. We still support the NV extension, but we didn't extend all the capabilities of the ARB extension to the NV formats. Pat -----Original Message----- Matt Franklin Sent: Tuesday, May 23, 2006 8:59 PM To: Multiple recipients of list OPENGL-GAMEDEV-L hardware? 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). ----------------------------------------------------------------------------------- This email message is for the sole use of the intended recipient(s) and may contain confidential information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not the intended recipient, please contact the sender by reply email and destroy all copies of the original message. ----------------------------------------------------------------------------------- ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Pat Brown \(OpenGL\) 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).