Many thanks to Andreas Zieringer for answering me to the "Using Vertex
Textures" post.

Now I'm a little confused on how floating point (32 bit or 16 bit)
textures work when used in a shader. What I need is that the float
values of the texture (in an unspecified range) can be fetched from a
shader program (vertex or fragment) without loss of precision and
without range change or clamping. Is this possible? Which is the right
pixel format/type to use? Should I specify a particular
InternalFormat?

Many thanks,

--
Josef Grunig
www.blending-life.org


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