iOS Floating Point Textures

Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
manderson
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iOS Floating Point Textures

Post by manderson »

Hi, I've built 1.8 from source and I am using GLES 2 for iOS (testing with iPad 2 and 3). I am trying to create a floating point texture, but it always seems to default back to PF_B8G8R8A8. Any suggestions?

Code: Select all

TexturePtr texture = TextureManager::getSingleton().createManual("DynamicTexture", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 256, 256, 0, PF_FLOAT32_RGBA, TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
I have tried PF_FLOAT32_RGBA, PF_FLOAT16_RGBA, PF_FLOAT32_R, etc... All of these have gone back to PF_B8G8R8A8. I've also played around with the usage flags, but nothing changes.

EDIT: Same results with GLES 1.x
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masterfalcon
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Re: iOS Floating Point Textures

Post by masterfalcon »

It's a bug in the pixel format class. I'll check it out and try to get a fix in.