From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 66067] Trine 2's fragment normal buffer is mixtextured on
Radeon HD 6770 (Juniper)
Date: Wed, 18 Sep 2013 00:52:48 +0000
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Date: Wed, 18 Sep 2013 00:52:48 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #9 from Nicholas Miell ---
(In reply to comment #7)
>Trine 2 uses those old assembly-like shaders for some reason
It's the minimum spec target profile for Nvidia's Cg compiler.
> This cannot work
> as shadow sampling is only defined for depth textures. According to the
> ARB_fragment_program_shadow specification (Trine 2 uses those old
> assembly-like shaders for some reason), it is undefined behaviour to sample
> from non-depth textures.
ARB_fragment_program_shadow may leave it undefined, but the GL spec says the
texture unit operates in the normal manner and texture comparison is bypassed
if the currently bound texture's base internal format is not DEPTH_COMPONENT or
DEPTH_STENCIL.
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Date: Wed, 18 Sep 2013 00:52:48 +0000
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Comment # 9
on bug 66067
from Nicholas Miell
(In reply to comment #7)
>Trine 2 uses those old assembly-like shaders for some reason
It's the minimum spec target profile for Nvidia's Cg compiler.
> This cannot work
> as shadow sampling is only defined for depth textures. According to the
> ARB_fragment_program_shadow specification (Trine 2 uses those old
> assembly-like shaders for some reason), it is undefined behaviour to sample
> from non-depth textures.
ARB_fragment_program_shadow may leave it undefined, but the GL spec says the
texture unit operates in the normal manner and texture comparison is bypassed
if the currently bound texture's base internal format is not DEPTH_COMPONENT or
DEPTH_STENCIL.
You are receiving this mail because:
- You are the assignee for the bug.
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