LordHippo Posted September 26, 2011 Share Posted September 26, 2011 Hi all, I was doing some lighting improvements, and wanted to know the exact frame buffer format? I saw it in an old document describing the deferred lighting in LE. But when I read mesh.frag I see some differences. So I thought there would be differences in bit numbers. So the question is: How many bits each render target have? Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
LordHippo Posted September 27, 2011 Author Share Posted September 27, 2011 No answers?! Josh?! Please Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Josh Posted September 28, 2011 Share Posted September 28, 2011 There are a few different configurations that get used depending on hardware. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
LordHippo Posted September 28, 2011 Author Share Posted September 28, 2011 (edited) There are a few different configurations that get used depending on hardware. I am looking for the gbuffer format. Is this table correct? Edit: what about HDR rendering? Does it affect color buffer format? Something like RGBA_8 to RGBA_16? Edited September 28, 2011 by LordHippo Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Josh Posted September 28, 2011 Share Posted September 28, 2011 HDR uses RGBA16. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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