Hi All,
I wish to create a texture containing floating point values. How is this done ?
I “guess” that I could do something like this
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0,
GL_ATI_texture_float
IMAGE_WIDTH,
IMAGE_HEIGHT,
0,
GL_RGBA,
GL_FLOAT,
bImage);
But I am abit confused, could my bImage then be composed 4 channels each with 32 bit precision ?