Floating point internal frame buffer and pixel shaders (directx)
GoogleCodeExporter opened this issue · 1 comments
GoogleCodeExporter commented
We can have an internal floating point frame buffer, regardless of the back
buffer format. To do that, we should use a texture and render it as a quad
on the back buffer.
This will allow the use of pixel shaders for tonemapping and gamma
correction (finally ;)
Rendering the frame buffer as a quad will also allow us using odd
resolutions in full screen mode.
Original issue reported on code.google.com by bram.deg...@gmail.com
on 1 Aug 2007 at 12:41
GoogleCodeExporter commented
The first part of the changes has been committed to the trunk (r134): floating
point
frame buffers. Even if the backbuffer is true color, we can create an floating
point
texture as frame buffer and render it as a quad.
Original comment by bram.deg...@gmail.com
on 3 Aug 2007 at 8:17