   Replacement for GL_SIGNED_RGBA_NV
  Is there is a replacement for this? Something that is in core GL perhaps.I'm using shaders so I can do some manipulation but it would cost instructions.I could use floating point format but it would cause a slowdown. I think I will go for floating point for the moment.I have the following from a demo codeglTexImage3D(GL_TEXTURE_3D, 0, GL_SIGNED_RGBA_NV, size, size, size, 0, GL_RGBA, GL_BYTE, data);   
Quote:Original post by V-manIs there is a replacement for this? Something that is in core GL perhaps.I don't think. As you write, half-floats are obviously going to have a different footprint but they may give a few unpredicted advantages. Anyway, this is old FFP notions, it's good they didn't survive.Quote:Original post by V-manI'm using shaders so I can do some manipulation but it would cost instructions.Are you really expecting a MAD to slowdown? Any card supporting decent floating point formats won't have any issue in managing a bunch of MADs, let alone one.   ;  If I use float, then I don't need to add additional instructions in the shader. It is just that the texture slows down things because of the format. Also, problem with floating point is that I can't have mipmaps on some hw.