You don't - I already said that. You could use 16-bit int, or 16-bit FP, or 32-bit FP, or 8-bit int or whatever - it just needs to meet your requirements for depth-resolution.X2 said:Why would you need FP render targets for shadow buffering?andypski said:Of course it should also possible to use the same shader method on NV3x hardware, although currently the available depth resolution might be lower because floating point render targets are not available.
Perhaps so, but that's the way it is. Naturally it is likely to be faster to do something like PCF in dedicated hardware, and an argument can therefore be made for it. On the other hand, modern shader performance should be high enough that it's not really much of a problem. Perhaps now PCF on shadow buffers may become less attractive anyway, with the emergence of new approaches to soft shadow borders such as smoothies. The degree of smoothing of the shadow border obtained just with PCF is not particularly great, and certainly not particularly compelling when compared to these sorts of shadow approaches.btw, I think it's a poor design decision that "D3D has no concept of PCF". Same for the ARB shadows extension.