Well not really doing any shader stuff till today ( was fiddling with the shaders in humus' latest demo ) I really didn't expect to hit the 24-bit limit so soon.
Where I hit the 24-bit limit for reference was converting a texture into HSV modifing the hue value and converting back to RGB. There is conditional code based on the hue value but with the lack of precision certain textures ( such as enivorment maps in humus' demo ) end up following the incorrect branching.
Can anyone else give me some real world examples where 24-bits just isn't enough.
Where I hit the 24-bit limit for reference was converting a texture into HSV modifing the hue value and converting back to RGB. There is conditional code based on the hue value but with the lack of precision certain textures ( such as enivorment maps in humus' demo ) end up following the incorrect branching.
Can anyone else give me some real world examples where 24-bits just isn't enough.