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: Fri, 04 Jul 2014 04:18:28 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============2045406170==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 684226E7B5 for ; Thu, 3 Jul 2014 21:18:28 -0700 (PDT) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============2045406170== Content-Type: multipart/alternative; boundary="1404447508.6F5134b12.14040"; charset="us-ascii" --1404447508.6F5134b12.14040 Date: Fri, 4 Jul 2014 04:18:28 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=66067 --- Comment #16 from Nicholas Miell --- It isn't an issue of darkness (although that's one way this bug manifests itself) the problem is the the lighting in the scene is generally wrong. The game expects shadow sampling from a non-depth texture to silently fallback to ordinary sampling, and it expects this behavior because that's what the real vendor drives do in this circumstance. This is very easy to observe even without using apitrace and looking at components of the FBO: just create a box with the wizard character and watch the gears animate -- they'll pulse between dark and glowing instead of being correctly lit by the light sources in the scene. You can see this by comparing the first two screenshots attached to this bug -- in the Catalyst rendered scene, the cubes in the lower right are lit by the adjacent light, in the Mesa scene they're essentially random. -- You are receiving this mail because: You are the assignee for the bug. --1404447508.6F5134b12.14040 Date: Fri, 4 Jul 2014 04:18:28 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 16 on bug 66067 from
It isn't an issue of darkness (although that's one way this bug manifests
itself) the problem is the the lighting in the scene is generally wrong.

The game expects shadow sampling from a non-depth texture to silently fallback
to ordinary sampling, and it expects this behavior because that's what the real
vendor drives do in this circumstance.

This is very easy to observe even without using apitrace and looking at
components of the FBO: just create a box with the wizard character and watch
the gears animate -- they'll pulse between dark and glowing instead of being
correctly lit by the light sources in the scene. You can see this by comparing
the first two screenshots attached to this bug -- in the Catalyst rendered
scene, the cubes in the lower right are lit by the adjacent light, in the Mesa
scene they're essentially random.


You are receiving this mail because:
  • You are the assignee for the bug.
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