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Texture format for indirect light #3520

Answered by romainguy
jwwalker asked this question in Q&A
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Metal has more constraints but you should use a float format anyway. IBLs encode HDR lighting after all. Just use the R11G11B10F format, it’s still 32 bit per pixel but contains float data. If your IBL is small you can use RGBA16F as it’s easier to encore (you can use our half.h API for that).

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