Original Post
I'm rendering multiple quads to a larger texture, then rendering that to the screen. While trying to get a little more precision, I changed the format of the "larger texture" from A8R8G8B8 to A16B16G16R16. In doing this, it does not work with the blending options I have set. I'm trying to render with destination blend = one, so the background bleeds through, but it does not seem to work with this texture format. Instead, the destination is erased when a quad is rendered on top of it. Alpha testing does not even seem to reject pixels. I've tried D3DFMT_A16B16G16R16F, D3DFMT_A16B16G16R16, and D3DFMT_A32B32G32R32F. The first one works for me, but the latter two do not. I would be happy using the a16b16g16r16f format, but it doesn't work on a friends computer. So what are my options? Can I check to see if blending is supported on the card with the given texture format? Or should I abandon my hopes of using a 64+bit texture with destination blending? Thanks for any suggestions.