Hi all,
I have a heightmap data for a terrain I need to create a texture of it but if I send the floating point data I don't have the sign, all values are positive.
What is the good way to handle the creation of floating point texture in Direct3D11 ?
If texture 16 bits floating point is used, what is the good way to convert to unsigned short ?
Thanks for the help
EDIT:
The problem of float texture was because I used a linear sampling state and not a point sampling state.
Still the question about float to unsigned short, 0.5f * (value / 32767.0f) + 0.5f sounds the best option ?