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Shading Precision

Started by October 01, 2003 07:47 AM
0 comments, last by Corrail 21 years, 5 months ago
Hi all! Is there any possibility to set the calculation precision of vertex/fragment shader (ARB_vertex_program, ARB_fragment_program or OpenGL2)?? In DirectX 9 you can choose between a couple of data types (half float, 24 Bit float, 32 Bit float, ...). Is this possible with OpenGL? Thanks! -------------------------------------------------------- "If it looks good, it is good computer graphics" "If it looks like computer graphics, it is bad computer graphics" Corrail corrail@gmx.at ICQ#59184081 [edited by - Corrail on October 1, 2003 8:50:33 AM]
--------------------------------------------------------There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.There is another theory which states that this has already happened...
ARB_fragment_program has a precision hint, but other than this I don''t think there is a way to select precision. There is certainly no

"glFragmentProgramPrecision(GL_32_BIT)"

or similar, OpenGL is designed to hide these details from the application programmer.

NV_fragment_program on the other hand, does allow you to select between 12, 16 and 32 bit precision.

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