from what i know about the lite-c syntax i could try and make it from scratch. bloom and tone mapping shader included, of course... just kidding. but start with the following line:
Code:
camera->bmap = bmap_createblack(1024, 1024, 14444);
et voilą, your camera renders into a floating point texture. of course you should also apply a material to the camera allowing output of non-clamped values. don't know if the line above would suffice.
well, you should look up stages and shaders. that's way too time consuming for me now to write down in detail.
greetings, joey.
btw. the texture format description is confusing in the manual. 14? 12? 14444? wtf?