Bet this has been asked a million times, but I cant find anything on it from google or search. Is it possible to get higher precision textures from procedural textures for use on other procedural textures?
Basically I want to generate a Float32 texture using a procedural texture then use that as a sampler/data cache for another shader, but I am running into precision errors it seems.
I think the answer is to add the argument so that way when the procedural texture makes its FBO it can be in a different type.
This is really easy to add in the ProceduralTexture constructor if you want to do a PR
As the proceduraltexture is creating a renderTargetTExture we can easily add a boolean to enable fp32 RTT
It should pass the checks but ill leave it in draft till it does.
@Deltakosh, just out of curiosity.
If lets say I was using a INT texture to offset a mesh in a vertexShader vs using a Float32 texture there will be a difference in accuracy correct? (whole purpose of doing this)
well if you need float precision this is for sure
When will this be live on the playground?
Should be the case already my dear
Indeed, the parameters you pass to the procedural texture are wrong / not in the right order and
this.position is undefined:
I’m not sure the changes are visible in the playground, however, as the result is still 0 and I get 1 when I run it locally… Or maybe I have a problem with the cache of my browser.
Yeah Im not getting it on the PG. Im sure it will be live by tomorrow after the nightly.
Hmmm I still don’t see it in the compiled code.