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: Sat, 13 Dec 2014 09:21:01 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #30 from Daniel Scharrer ---
(In reply to Nicholas Miell from comment #29)
> Does it ever actually sample from a depth texture or is unconditionally
> converting the SHADOW2D to 2D safe?
In the apitraces I have, depth formats (GL_DEPTH_COMPONENT* and
GL_DEPTH*_STENCIL*) are only ever used for renderbuffers. I also haven't
noticed any visual problems with the shadows other than ones that are also
there with fglrx.
No idea if this is true for the whole game and for all video settings (I only
tried Very High graphics detail + FXAA + 2xSSAA). It can also of course change
with future updates.
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Date: Sat, 13 Dec 2014 09:21:01 +0000
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Comment # 30
on bug 66067
from Daniel Scharrer
(In reply to Nicholas Miell from comment #29)
> Does it ever actually sample from a depth texture or is unconditionally
> converting the SHADOW2D to 2D safe?
In the apitraces I have, depth formats (GL_DEPTH_COMPONENT* and
GL_DEPTH*_STENCIL*) are only ever used for renderbuffers. I also haven't
noticed any visual problems with the shadows other than ones that are also
there with fglrx.
No idea if this is true for the whole game and for all video settings (I only
tried Very High graphics detail + FXAA + 2xSSAA). It can also of course change
with future updates.
You are receiving this mail because:
- You are the assignee for the bug.
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