The GeForce3/4 use two separate precisions, and neither is FX12.Fred da Roza said:Let me get this straight. You are saying even if 12 bit texture adressing, on the GeForce 3/4 series, causes very noticable artifacts it doesn't matter because FX16, used on the R200 series, isn't used in modern cards. However FP24, on the R300 series, is a problem even though it hasn't caused any noticable artifacts.
The shader is separated into two parts (how it works in hardware can best be seen by looking at the OpenGL extensions, which I will outline here):
1. Texture shader. The texture shader governs all operations that lead to a texture read. All operations in the texture shader are done at FP32. The operations available are very limited in scope.
2. Register combiner. This is an essentially general processing unit that is designed to work on color data in order to calculate the final output color. Precision is FX9.
Anyway, fortunately, as far as I know, no video card in existence processes any texture information at less than FX16.