hey!
i’m noticing that when i use TextureFX, that my output is clamped to 0…1
is there a way around this?
thank you!
elliot
hey!
i’m noticing that when i use TextureFX, that my output is clamped to 0…1
is there a way around this?
thank you!
elliot
Are you sure you are using floating point format as base?
Otherwise u can specify texture output format in the pass:
technique10 R32G32B32A32_Float
{
pass P0 <bool mips=true; string format="R32G32B32A32_Float";>
{ SetPixelShader(CompileShader(ps_4_0, PassThrough())); }
}