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The iPhone doesn't support 32-bit float textures?
I create a 32-bit floating point texture withCVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, ..., ..., NULL, GL_TEXTURE_2D, GL_RGBA, ..., ..., GL_BGRA, GL_FLOAT, 0, ...);orglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 128, 128, 0, GL_RGBA, GL_FLOAT, ...);send the texture to a vertex shader and read the output with transform feedback. For some reason the data is truncaed to 16-bit half floats.For example,Input: 0.001000, 0.000100, 0.000010, 0.000001 Output: 0.000999, 0.000100, 0.000000, 0.000000This only happens on my iPhone 6s, not on the iPad.Does the iPhone not support 32-bit floating point textures in OpenGL?
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Oct ’22
The iPhone doesn't support 32-bit float textures?
I create a 32-bit floating point texture withCVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, ..., ..., NULL, GL_TEXTURE_2D, GL_RGBA, ..., ..., GL_BGRA, GL_FLOAT, 0, ...);orglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 128, 128, 0, GL_RGBA, GL_FLOAT, ...);send the texture to a vertex shader and read the output with transform feedback. For some reason the data is truncaed to 16-bit half floats.For example,Input: 0.001000, 0.000100, 0.000010, 0.000001 Output: 0.000999, 0.000100, 0.000000, 0.000000This only happens on my iPhone 6s, not on the iPad.Does the iPhone not support 32-bit floating point textures in OpenGL?
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Oct ’22