Assuming I am really pressed for memory and want a smaller range (similar to short
vs int
). Shader languages already support half
for a floating-point type with half the precision (not just convert back and forth for the value to be between -1 and 1, that is, return a float like this: shortComingIn / maxRangeOfShort
). Is there an implementation that already exists for a 2-byte float?
I am also interested to know any (historical?) reasons as to why there is no 2-byte float.
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