[Bf-committers] A contribution

Bill Baxter bf-committers@blender.org
Tue, 29 Jun 2004 18:04:11 -0400

Dan Brown wrote:

> The Iriz+zbuf seems to do it like that, 8 channels, 1 each for bits 
> 0-7, 8-15, 16-23 and 24-31 and 4 channels for RGBA. I wanted to save 
> floats though, mainly because OpenGL and Direct3D use floats 
> internally for their depth buffers and it would be more in keeping 
> with that for people to use. Using tga though means it is easier to 
> visualise quickly for testing.

Just to nitpick, all graphics hardware I'm aware of uses a 24-bit (or 
16-bit) fixed point depth buffer.  So while OpenGL and Direct3D may do 
some depth computations internally in floating point, the depth buffer 
is ultimately not stored as floats on the card.