> 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 â -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? ÂI mean for practical applications, not using
textures to store data so you can use shaders to run your sim :P
-Luke