function FloatTexturePrecisionTest(imagingmode) % 11 Bit ohne sign, 12 Bit mit sign. AssertOpenGL; screenid = max(Screen('Screens')); imagingmode = 0; % Open window, with or without imaging pipeline: [win winRect]= Screen('OpenWindow', screenid, 255, [], [], [], [], [], imagingmode); inimg = zeros(256, 256); count = -2048 + 1/128000; inc = 1/65535; for x=1:256 for y=1:256 inimg(y,x) = count * inc; count = count + 1; end end minimum = min(min(inimg)) maximum = max(max(inimg)) imagesc(inimg); % Build 16 bpc texture: bpc16tex = Screen('MakeTexture', win, inimg, [], [], 1); % Build 32 bpc reference texture: bpc32tex = Screen('MakeTexture', win, inimg, [], [], 2); % Load difference shader: diffshader = LoadGLSLProgramFromFiles('ColorCodeDifferenceImageShader', 1); diffoperator = Screen('OpenProxy', win); Screen('HookFunction', diffoperator, 'AppendShader', 'UserDefinedBlit', 'Texture difference color coding operator', diffshader); Screen('HookFunction', diffoperator, 'Enable', 'UserDefinedBlit'); glUseProgram(diffshader); glUniform1i(glGetUniformLocation(diffshader, 'Image1'), 0); glUniform1i(glGetUniformLocation(diffshader, 'Image2'), 1); glUniform1f(glGetUniformLocation(diffshader, 'Delta'), inc/2); glUseProgram(0); difftex = Screen('TransformTexture', bpc16tex, diffoperator, bpc32tex); x=15 Screen('DrawLine', difftex, [255 255 0], x, 0, x, 600); Screen('DrawTexture', win, difftex, [], winRect, [], 0); Screen('Flip', win); while KbCheck; end; KbWait; Screen('CloseAll');