On Fri, Jul 30, 2010 at 9:10 AM, Ian Mallett <geometr...@gmail.com> wrote: > The problem: > Because of this, I need a surface filled with the color 127.5. Obviously, > more than 8 bits per channel are required. To update the texture, I'm using > GL_RGBA32F_ARB, which allocates 32 bits per channel. Unfortunately, the > base image created by PyGame has a value of 127 ≈ -0.00196 velocity. In > practice, this leads to "drift" in the simulation. Can something be done to > send a 32 bit per channel surface filled with 127.5 values to the OpenGL?
Is it really 32 bits _per channel_ and not total? I've never heard of that much bit depth before, why would that possibly be necessary? I mean for practical applications, not using textures to store data so you can use shaders to run your sim :P -Luke