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.
Re: Implementations: Someone has apparently written half
for C, which would (of course) work in C++: https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/cellperformance-snippets/half.c
Re: Why is float
four bytes: Probably because below that, their precision is so limited.