2009/6/7 Frank Richter frank.richter@gmail.com:
On 07.06.2009 19:35, Henri Verbeet wrote:
2009/6/7 Frank Richter frank.richter@gmail.com:
As far as I could gather DF16 is the "ATI way" of getting a renderable 16 bit depth texture.
Without knowing much about the actual format, DF16 implies this should be a floating point format, similar to the ones provided by ARB_depth_buffer_float.
Maybe... but it seems that format is solely intended for use on render target textures, not any download or upload... so not sure if the data type would matter in practice. Also, I didn't find a 16-bit float depth texture format for OpenGL so far.
Even if the format isn't lockable, you can still use the data with a shader. Typically float formats aren't normalized, so you can have values outside the traditional [0.0,1.0] range. If there's no specific extension for this format you could use GL_DEPTH_COMPONENT32F as internal format and GL_HALF_FLOAT_ARB as type, although that would waste some memory, of course. Is there any specific application that needs this format?