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Re: [pygame] 127.5



On Mon, Aug 2, 2010 at 1:46 PM, Devon Scott-Tunkin <devon.scotttunkin@xxxxxxxxx> 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