On Sunday 14 October 2007 02:57:35 am H. Verbeet wrote:
On 14/10/2007, Chris Robinson chris.kcat@gmail.com wrote:
May need more work for this to be proper, but we currently allow R16F render targets under the same circumstances. It's also enough to make UT3 (which requires it) happy.
Unless the performance problems with R32F have been fixed, this will cause performance regressions in applications that actually try to use it. (C&C3 for example).
With some other fixes, it may work better using pbuffers where there are possibly R32F formats available. Unfortunately, by oversight or design, GL has no renderable single-component formats* so we have to fall back to R32G32B32F, which could be a bit harder on the hardware. Most apps seem to only use it for shadow mapping though, so perhaps using a 32-bit depth texture would work? And maybe use depth textures for R16F as well.
* There is the NV extension which gives 16 and 32-bit Red-only renderable formats, but that has other issues, namely having to use GL_TEXTURE_RECTANGLE_NV which causes the texture's coords to behave differently. Plus it won't work on non-NV hardware.