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

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