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Reading from a floating point surface

Started by eppo Dec 21, 2009 at 5:19 AM 0 replies 500+ views
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eppo
eppo
Hi, I've run into a problem when reading back from a D3DFMT_R32F render target (DirectX 9). Basically, I get some really bad artifacting around object edges when I sample the texture. Some lights in my scene have a falloff based on a pixel's world space coordinates (which is what I read from the floating point RT), but this shows errors on the edge between overlapping objects. I'm sure the texel offsets are lined up properly (ARGB textures work fine) and even when I use point sampling these errors occur. I thought it might have something to do with texture compression, but couldn't find anything on it.

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