From 9c51e8054090bdee99797c9e421441cf9ae71140 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Sat, 7 Jul 2018 01:04:28 +0200 Subject: [PATCH] Use fp16 for the densification output texture; evidently does not matter for quality. --- flow.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/flow.cpp b/flow.cpp index ca3ce39..dd22a58 100644 --- a/flow.cpp +++ b/flow.cpp @@ -524,8 +524,7 @@ int main(void) // Set up an output texture (initially zero). GLuint dense_flow_tex; glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex); - //glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height); - glTextureStorage2D(dense_flow_tex, 1, GL_RGBA32F, level_width, level_height); + glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height); // And draw. densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches); -- 2.39.2