I’m working on porting a GPGPU application to an OMAP 3530 (via a beagleboard) and I’m having a few issues. First on the desktop version we’re using floating point textures as render targets, and ping-ponging data between two of these to accumulate our result. My understanding is that while the powerVR supports floating point textures, it doesn’t support rendering to them. Is this correct?
If it is, what is the highest precision integer texture that’s supported for framebuffer rendering? And does the powerVR support integer textures (ie textures that aren’t queried to return floats in the [0,1] range)?
Viewing 1 post (of 1 total)
You must be logged in to reply to this topic.