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	<title>Comments on: Encoding floats to RGBA, again</title>
	<atom:link href="http://aras-p.info/blog/2008/06/20/encoding-floats-to-rgba-again/feed/" rel="self" type="application/rss+xml" />
	<link>http://aras-p.info/blog/2008/06/20/encoding-floats-to-rgba-again/</link>
	<description>Random thoughts of a triangle pusher</description>
	<pubDate>Fri, 09 Jan 2009 21:01:46 +0000</pubDate>
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		<title>By: Aras Pranckevičius</title>
		<link>http://aras-p.info/blog/2008/06/20/encoding-floats-to-rgba-again/comment-page-1/#comment-12339</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Tue, 01 Jul 2008 10:50:49 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=181#comment-12339</guid>
		<description>@Pat: I think the difference is caused by the texture sampler differences. Even if GPUs do have floating point precision internally, regular 8 bit/channel textures are still sampled (and filtered!) at 8 bit precision, I guess for backwards compatibility reasons. Now, if there's a very slight change in how the sampling and filtering works, then differences like we have here might surface. That's my theory at least :)

@Alex: not sure, I haven't actually tried that approach.</description>
		<content:encoded><![CDATA[<p>@Pat: I think the difference is caused by the texture sampler differences. Even if GPUs do have floating point precision internally, regular 8 bit/channel textures are still sampled (and filtered!) at 8 bit precision, I guess for backwards compatibility reasons. Now, if there&#8217;s a very slight change in how the sampling and filtering works, then differences like we have here might surface. That&#8217;s my theory at least :)</p>
<p>@Alex: not sure, I haven&#8217;t actually tried that approach.</p>
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		<title>By: Alex Lindsay</title>
		<link>http://aras-p.info/blog/2008/06/20/encoding-floats-to-rgba-again/comment-page-1/#comment-12338</link>
		<dc:creator>Alex Lindsay</dc:creator>
		<pubDate>Tue, 01 Jul 2008 10:22:30 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=181#comment-12338</guid>
		<description>Hi, I had a go at this problem in my own special way. I'd be very interested in your opinions and results with the following (my post):
http://www.gamedev.net/community/forums/topic.asp?topic_id=485186
It's certainly less elegant than the frac encode!</description>
		<content:encoded><![CDATA[<p>Hi, I had a go at this problem in my own special way. I&#8217;d be very interested in your opinions and results with the following (my post):<br />
<a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=485186" rel="nofollow">http://www.gamedev.net/community/forums/topic.asp?topic_id=485186</a><br />
It&#8217;s certainly less elegant than the frac encode!</p>
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		<title>By: Pat Wilson</title>
		<link>http://aras-p.info/blog/2008/06/20/encoding-floats-to-rgba-again/comment-page-1/#comment-12252</link>
		<dc:creator>Pat Wilson</dc:creator>
		<pubDate>Tue, 24 Jun 2008 16:49:52 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=181#comment-12252</guid>
		<description>Hmm, come to think of it, I don't think you could get enough texture addressing with FP16, so scratch that theory.</description>
		<content:encoded><![CDATA[<p>Hmm, come to think of it, I don&#8217;t think you could get enough texture addressing with FP16, so scratch that theory.</p>
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		<title>By: Pat Wilson</title>
		<link>http://aras-p.info/blog/2008/06/20/encoding-floats-to-rgba-again/comment-page-1/#comment-12251</link>
		<dc:creator>Pat Wilson</dc:creator>
		<pubDate>Tue, 24 Jun 2008 16:49:05 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=181#comment-12251</guid>
		<description>This looks like it's related to the internal float representation of the card. I'm pulling numbers out of air, but I would guess that the early Radeons used FP16, x13-x19 used FP24, and HD series finally went to FP32. That would explain the large discrepancies between the early Radeons and the HD/GeForce/Intel cards.</description>
		<content:encoded><![CDATA[<p>This looks like it&#8217;s related to the internal float representation of the card. I&#8217;m pulling numbers out of air, but I would guess that the early Radeons used FP16, x13-x19 used FP24, and HD series finally went to FP32. That would explain the large discrepancies between the early Radeons and the HD/GeForce/Intel cards.</p>
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