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
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