Anyway the reason why I am asking this is because I noticed something which
could be highly interesting if it supports a high range "tex1dfetch":
The reason why it could be interesting is:
1. Using 1D lookup could make my feature could much easier ?!?
2. I don't need filtering so that would be good.
Anyway I just realized something... now I remember why tex1D might actually
be limited to 4096... and if it wasn't then it still wouldn't be usefull...
Since the framebuffer/screen must be 4096x4096 and cannot be large 1D ? like
16.000.000x1 ?
If so then this would make tex1D not usefull...
So an interesting test could be:
Set viewport to (16.000.000, 1 )
Probably won't work. Gonna try it now wish me luck !
I hope my OS don't crash... gonna document this stuff so hopefully I will
first find this or so... and be remembed of this possible problem/limitation
// *** DOC ***
tex1Dfetch - performs an unfiltered texture lookup in a given sampler.
SYNOPSIS
float4 tex1Dfetch(sampler1D samp, int4 s)
float4 tex1Dfetch(sampler1D samp, int4 s, int texelOff)
int4 tex1Dfetch(isampler1D samp, int4 s)
int4 tex1Dfetch(isampler1D samp, int4 s, int texelOff)
unsigned int4 tex1Dfetch(usampler1D samp, int4 s)
unsigned int4 tex1Dfetch(usampler1D samp, int4 s, int texelOff)
PARAMETERS
samp
Sampler to lookup.
s
Coordinates to perform the lookup. The level of detail is stored in the last
component of the coordinate vector.
texelOff
Offset to be added to obtain the final texel.
DESCRIPTION
Performs an unfiltered texture lookup in sampler samp using coordinates s.
The level of detail is provided by the last component of the coordinate
vector. May use texel offset texelOff to compute final texel.
PROFILE SUPPORT
tex1Dfetch is only supported in gp4 and newer profiles.
SEE ALSO
tex1D, tex1DARRAYfetch
// ***
Bye,
Skybuck.