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: Sun, 13 Sep 2015 22:47:24 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0419236940==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 37E1B6E2B6 for ; Sun, 13 Sep 2015 15:47:24 -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 --===============0419236940== Content-Type: multipart/alternative; boundary="1442184444.F4fB052.11587"; charset="UTF-8" --1442184444.F4fB052.11587 Date: Sun, 13 Sep 2015 22:47:24 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=66067 --- Comment #32 from Nicholas Miell --- (In reply to Daniel Scharrer from comment #31) > It selects between the 2D and SHADOW2D samplers based on the number of > components in the coordinate vector. This matches the documentation [1] > which, unlike the tutorial you quoted, makes no mention of the shadow test > depending on the texture format or compare mode. > > [1] http://http.developer.nvidia.com/Cg/tex2Dproj.html Yeah, my understanding and explanation as recorded in this bug is scattershot, misleading, and wrong. I've meant to update it with an accurate summary of the problem, but there seemed to be hostility towards the idea of matching nvidia's behavior instead of demanding everybody else change their (technically buggy but in practice perfectly correct) software so I haven't bothered. -- You are receiving this mail because: You are the assignee for the bug. --1442184444.F4fB052.11587 Date: Sun, 13 Sep 2015 22:47:24 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 32 on bug 66067 from
(In reply to Daniel Scharrer from comment #31)
> It selects between the 2D and SHADOW2D samplers based on the number of
> components in the coordinate vector. This matches the documentation [1]
> which, unlike the tutorial you quoted, makes no mention of the shadow test
> depending on the texture format or compare mode.
> 
> [1] http://http.developer.nvidia.com/Cg/tex2Dproj.html

Yeah, my understanding and explanation as recorded in this bug is scattershot,
misleading, and wrong.

I've meant to update it with an accurate summary of the problem, but there
seemed to be hostility towards the idea of matching nvidia's behavior instead
of demanding everybody else change their (technically buggy but in practice
perfectly correct) software so I haven't bothered.


You are receiving this mail because:
  • You are the assignee for the bug.
--1442184444.F4fB052.11587-- --===============0419236940== Content-Type: text/plain; charset="utf-8" MIME-Version: 1.0 Content-Transfer-Encoding: base64 Content-Disposition: inline X19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX18KZHJpLWRldmVs IG1haWxpbmcgbGlzdApkcmktZGV2ZWxAbGlzdHMuZnJlZWRlc2t0b3Aub3JnCmh0dHA6Ly9saXN0 cy5mcmVlZGVza3RvcC5vcmcvbWFpbG1hbi9saXN0aW5mby9kcmktZGV2ZWwK --===============0419236940==--