Althornin said:Texture coordinate calcs are done in 32bit, i thought.rwolf said:aths said:Take the the shader limitations, i. e. It may be sounds a bit heavy, but for calculating texture coordinates, i consider FP24 as "lowered precision", too.
Can you show an example of how this could be true? What kind of texture coordinates would you not be able to address with FP24? :?
AFAIK, The texture-interpolators are computed with FP32 for both ATI and Nvidia. But if you then use these (or anything else) for a dependent lookup, you'll get FP24 on ATI and should get FP32 (no _pp) or FP16 (_pp) on Nvidia.