hello,
i investigate a bit more the vertex displacement problem. so i've got a 8 bit texture that is rendered in a FLOAT framebuffer, in order to convert it to 32 bit. then, the frambuffer texture is used in a shader to distord a primitive
i have to strangely mix mode 0 and mode 1 in the patch to make it work, and this is very ineficient (just like in 8bit mode).
framebuffer and fragment shader usually work in mode 0 and 1 on my computer.
see patch for more.
thanks to have a look. using texture in vertex shader would be great...
thanks Cyrille