[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.
--bb