   16-bit half-precision floats as texture coordinates
  I'm given a texture coordinate whose u and v components are 16-bit half-precision floats (ala unsigned short). Can I just pass those in as is to my vertex shader as a float2 param type? Or do I have to do something thing different like convert it to 32-bit float (if so, how?)I'm currently storing those values into a D3DXVECTOR2 and I'm just getting huge values for D3DXVECTOR2::x and D3DXVECTOR2::yUvs[0].x    //the unsigned short with a value of (14150)and here's my attempt at converting it to a 32-bit float:D3DXFLOAT16 test( Uvs[0].x );    //value of 29417FLOAT *test2 = new FLOAT;D3DXFloat16To32Array( test2, &test, 1 );   //test2 = 14152[Edited by - 16bit_port on May 8, 2010 3:14:27 PM]
  If this is for vertex data then you want to set the vertex declaration up with D3DDECLTYPE_FLOAT16_2 instead of D3DDECLTYPE_FLOAT2.   