Graphics Reference
In-Depth Information
Table 9-7
Valid Sized Internal Integer Texture Format Combinations for glTexImage2D
(continued)
internalFormat
format
type
Input Data
R
F
GL_RGB16UI GL_RGB_INTEGER
GL_UNSIGNED_
SHORT
16/16/16 RGB
(unsigned int)
GL_RGB16I GL_RGB_INTEGER
GL_SHORT
16/16/16 RGB
(signed int)
GL_RGB32UI GL_RGB_INTEGER
GL_UNSIGNED_INT
32/32/32 RGB
(unsigned int)
GL_RGB32I GL_RGB_INTEGER
GL_INT
32/32/32 RG
(signed int)
GL_RG32I
GL_RG_INTEGER
GL_INT
32/32 RG (signed
int)
X
GL_RGB10_
A2_UI
GL_RGBA_INTEGER GL_UNSIGNED_
INT_2_10_10_
10_REV
10/10/10/2 RGBA
(unsigned int)
X
GL_
RGBA16UI
GL_RGBA_INTEGER GL_UNSIGNED_
SHORT
16/16/16/16 RGBA
(unsigned int)
X
GL_RGBA16I GL_RGBA_INTEGER GL_SHORT
16/16/16/16 RGBA
(signed int)
X
GL_
RGBA32UI
GL_RGBA_INTEGER GL_UNSIGNED_INT
32/32/32/32
R/G/B/A (unsigned
int)
X
GL_RGBA32I GL_RGBA_INTEGER GL_INT
32/32/32/32
R/G/B/A (signed
int)
X
Shared Exponent Texture Formats
Shared exponent textures provide a way to store RGB textures that have a
large range without requiring as much bit depth as used by floating-point
textures. Shared exponent textures are typically used for high dynamic
range (HDR) images where half- or full-floating-point data are not required.
The shared exponent texture format in OpenGL ES 3.0 is GL_RGB9_E5 . In
this format, one 5-bit exponent is shared by all three RGB components.
The 5-bit exponent is implicitly biased by the value 15. Each of the 9-bit
values for RGB store the mantissa without a sign bit (and thus must be
positive).
 
 
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