On Sun, Jul 22, 2012 at 6:49 PM, Mark Callow <email@example.com
> On 21/07/2012 03:42, Jeff Russell wrote:
> 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.
> Bandwidth is indeed even more of an issue on mobile and it will almost
> certainly be the case that filtering will be more available for half-float
> than float for the same reasons it was once "easier to come by" on desktop.
> åéäãããæåãäçãåãçãããããããããããæéããããããããåãåããããããåéãèãéäèããéçããéãããã ããã
> NOTE: This electronic mail message may contain confidential and privileged
> information from HI Corporation. If you are not the intended recipient, any
> disclosure, photocopying, distribution or use of the contents of the
> received information is prohibited. If you have received this e-mail in
> error, please notify the sender immediately and permanently delete this
> message and all related copies.