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Posted

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?

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

 

 

76561198023085627.png

Posted (edited)

There are a few different configurations that get used depending on hardware.

I am looking for the gbuffer format.

Is this table correct?

post-84-0-49155800-1317234994_thumb.png

 

Edit: what about HDR rendering? Does it affect color buffer format? Something like RGBA_8 to RGBA_16?

Edited by LordHippo

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

 

 

76561198023085627.png

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