How to store 1 channel 32or16 bit float in FBO using OpenGLES on Android such as Qualcomm, arm,etc.
How to store 1 channel 32or16 bit float in FBO on Android such as Qualcomm, arm,etc.
You've been asking a series of questions about what seemed like assumed solutions to a problem you're facing. Posts about banding on shader processing, a post about texture compression artifacts, now this question about 32-bit and 16-bit floats.
What is the actual thing you're attempting to accomplish? I don't mean the approach your using to accomplish the task, but the final task you're hoping to achieve.
Trying to more directly answer your question, there are LOTS of internal formats for textures. Some have hardware compression, some do not. There are also arrays and buffer objects that aren't textures. What you will use depends on what you're trying to accomplish. Maybe you're better trying to use a uniform array? Maybe you're just looking to write raw values to a buffer object?
Also, what have you tried that hasn't worked?