LOL, the clipping curse strikes back!Fafalada said:Bah, accuracy elitist. I'll have you spend a week with clipping on PSP and then you try telling me accuracy matters.
I've said FP32, not 128bit One might use single channel FP32 render targets or textures.titanio said:128 bits seems like overkill for a z-buffer, but..*looks at Faf's post*...(some) geometry? I guess if SPEs are involved somewhere along the way, that might make sense? Or vertices are usually 128-bit anyway, I guess?
Uncompressed vertices position require 96 bits (the 4th component can be automatically set to one)