Writing to Floatingpoint Texture

lithander

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Joined
Aug 16, 2004
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Ive to implement a shadowmapping sample with HLSL. I want to calculate the lightvector for every pixel and save the magnitude as a float into a texture. The problem is that Ive no idea how to render into a Floatingpoint-Texture (16bit)
Its no problem rendering into an ARGB texture but i dont need that.

The standard Pixelshader Output is float4 if Im not mistaken and there isnt an other option, is there? So how do I have to setup the RenderToTexture-Class (What parameters?) and how is a shader doing something like that supposed to look like?

Thx in advance!

-lith
 

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