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	<title>Comments on: PowerVR SGX 530 does NOT support Depth Textures</title>
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	<link>http://www.rojtberg.net/348/powervr-sgx-530-does-not-support-depth-textures/</link>
	<description>Technical Blog of Pavel Rojtberg</description>
	<lastBuildDate>Mon, 06 Feb 2012 01:57:00 +0000</lastBuildDate>
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		<title>By: Bram</title>
		<link>http://www.rojtberg.net/348/powervr-sgx-530-does-not-support-depth-textures/comment-page-1/#comment-1536</link>
		<dc:creator>Bram</dc:creator>
		<pubDate>Thu, 28 Oct 2010 05:24:26 +0000</pubDate>
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		<description>Thanks for sharing the trick.
OES_depth_texture is supported on iPhone, but not iPad (which still runs iOS3.2).
So I thought I would give it a try.
I wondered how the unpacking code would look like, though.
I assume the quoted code is for the shading into the shadow texture, and the shader for the final image has to unpack the bytes into a float?</description>
		<content:encoded><![CDATA[<p>Thanks for sharing the trick.<br />
OES_depth_texture is supported on iPhone, but not iPad (which still runs iOS3.2).<br />
So I thought I would give it a try.<br />
I wondered how the unpacking code would look like, though.<br />
I assume the quoted code is for the shading into the shadow texture, and the shader for the final image has to unpack the bytes into a float?</p>
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