You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Recently we disabled integer texture mode (which was using fixed point precision) in favor of half floats on iOS.
However, there are still many devices which do not support the OES_texture_float extension, like Raspberry Pis (see this thread) and Mali T720 GPUs like on Android (see this bug #502).
We could reenable fixed point numbers, but the precision is quite terrible. The other option is to implement IEEE 754 in a shader. We already have a 32 bit float => 4, 8-bit float encoder here, we would just need to write the reverse. Even if performance is poor, it might be better than nothing.
The text was updated successfully, but these errors were encountered:
Recently we disabled integer texture mode (which was using fixed point precision) in favor of half floats on iOS.
However, there are still many devices which do not support the OES_texture_float extension, like Raspberry Pis (see this thread) and Mali T720 GPUs like on Android (see this bug #502).
We could reenable fixed point numbers, but the precision is quite terrible. The other option is to implement IEEE 754 in a shader. We already have a 32 bit float => 4, 8-bit float encoder here, we would just need to write the reverse. Even if performance is poor, it might be better than nothing.
The text was updated successfully, but these errors were encountered: