On Mon, Aug 2, 2010 at 1:46 PM, Devon Scott-Tunkin < devon.scotttun...@gmail.com> wrote:
> Practical graphical applications often use textures to store data as well. > Deferred renderers store all the geometry data in a gbuffer texture for > example. For screen space ambient occlusion and many other screen space > lighting techniques people often render a float linear depth in one channel > and the per pixel normal in the remaining channels. When you start wanting > per pixel 3d vectors of any kind its nice to have 32-bit precision > available. > That's true. The only other places I've used them personally though are in GPU particles and GPU cloth simulations. Perhaps PyGame could be made to support extremely high bit depths? Ian