Given that we have specified “GL_UNSIGNED_BYTE” type when we created the texture.
When we access a texture in a fragment shader, glsl return a float value. However, how is texture stored in memory ? As a byte or as a float ?
Given that we have specified “GL_UNSIGNED_BYTE” type when we created the texture.
When we access a texture in a fragment shader, glsl return a float value. However, how is texture stored in memory ? As a byte or as a float ?
In graphic memory the texture is stored as unsigned byte. If you use shader an do a texture lockup the GPU converts the texture sample to a floating point value.
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