What OpenGL ES texture format should I use for better dynamic range on iPad?
问题 I'm developing some software which uses a texture map to store geometry. Using GL_RGB for the internal format gives a lot of aliasing, I assume because the texture is being compressed down to GL_RGB4 by default. On a desktop I can use GL_RGB16 or GL_RGB32F (etc.) to set the internal format, but under OpenGL ES 2.0 there doesn't seem to be any of these formats. Is there an alternative, or extension, that is available under IOS which I can use? 回答1: According to Apple (and my own experience) GL