lithander Posted August 16, 2004 Posted August 16, 2004 I've to implement a shadowmapping sample with HLSL. I want to calculate the lightvector for every pixel and save the magnitude as a float into a texture. The problem is that I've no idea how to render into a Floatingpoint-Texture (16bit) It's no problem rendering into an ARGB texture but i don't need that. The standard Pixelshader Output is float4 if I'm not mistaken and there isn't an other option, is there? So how do I have to setup the RenderToTexture-Class (What parameters?) and how is a shader doing something like that supposed to look like? Thx in advance! -lith Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.