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

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