When using the function: D3DXSaveTextureToFile and passing in D3DXIFF_BMP to create a bmp I've noticed that the values seem to be estimated rather than given specifically.
Correct me if I'm wrong but a floating point texture can store any float in any given texel which would put it outside the range of a BMP which is stuck between rgb(255,255,255,255), so what it seems that the function is doing is simply taking the upper most and lowermost value of the texture and normalizing it between that range.
So my question is: Is it possible to grab the values exactly as they are in memory? including when the colours are outside of the spectruc of the computer monitor?