does ogre have a 128 bpp pixel format or formats of more than 32 bpp? However, I am only interested in R, G, B and not A channel
image format larger than 32 bpp
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- Goblin
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- dark_sylinc
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Re: image format larger than 32 bpp
If you mean for Render Windows, then no.
If you mean for offscreen rendering, then yes. See PFG_RGBA32_FLOAT format (128 bpp).
The HDR sample (Sample_HDR) uses PFG_RGBA16_FLOAT (64 bpp).
PFG_RGB32_FLOAT exists (48 bpp) but it isn't supported everywhere.
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- Goblin
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Re: image format larger than 32 bpp
So if i have an offscreen texture that is 128bpp, then it will still render OK to the render window, correct?
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- Goblin
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Re: image format larger than 32 bpp
I think I am actually looking for a higher bpp but still integer data type. I'm unsure about using float type atm, but is there an int type?
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- Goblin
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Re: image format larger than 32 bpp
I like float data type, is there a double data type?
O i guess thatd be the 128...
- dark_sylinc
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Re: image format larger than 32 bpp
RGBA32_UINT is an uint32 format.
There are no 64 bits per channel data types (i.e. uint64, double) because consumer GPUs and APIs don't support it.
Double can be supported in some APIs (like Vulkan) for buffers (not textures) by enabling some extensions, and support depends on vendor (usually you get the good stuff on Quadros).
OgreNext doesn't enable any of those extensions as we haven't had the need.