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Floating point internal frame buffer and pixel shaders (directx) #62

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We can have an internal floating point frame buffer, regardless of the back
buffer format. To do that, we should use a texture and render it as a quad
on the back buffer.

This will allow the use of pixel shaders for tonemapping and gamma
correction (finally ;)

Rendering the frame buffer as a quad will also allow us using odd
resolutions in full screen mode.

Original issue reported on code.google.com by bram.deg...@gmail.com on 1 Aug 2007 at 12:41

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