AMD GPUs didn't used to support 3 component 32 bit/component floating point textures (nor any 3 component texture that was not packed/compressed in some way for that matter); API support was implemented by using 4 component textures and ignoring the 4th. Does anybody know if that has changed? I'm wondering if it's worth implementing an accumulation buffer using 3 one component textures. BTW, I'm running a Nano. Thanks.