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Re: [Public WebGL] Additional texture/vertex formats
The bandwidth/memory savings are the main reason one would use them over float, and that's a big one. Not sure if it's still the case but in the desktop GPU world texture filtering was once easier to come by with half float instead of full precision float textures.
I know less about mobile GPUs, but I understand bandwidth is if anything even more of an issue there.
On Fri, Jul 20, 2012 at 2:38 PM, Florian Bösch <firstname.lastname@example.org>
Half float textures are extremely useful to me. It's probably the number one thing I miss in WebGL. They are not only useful for compact HDR render targets, but image based lighting as well.
Are there specific advantages to half float over float? I'm guessing it could be a bit faster (half the bandwidth). Do half-float rendertargets work more often on mobiles?