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 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0102919576==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 4DC6B720AD for ; Sat, 13 Dec 2014 01:21:01 -0800 (PST) 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 --===============0102919576== Content-Type: multipart/alternative; boundary="1418462461.EcB8eE3B2.8778"; charset="UTF-8" --1418462461.EcB8eE3B2.8778 Date: Sat, 13 Dec 2014 09:21:01 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" 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. -- You are receiving this mail because: You are the assignee for the bug. --1418462461.EcB8eE3B2.8778 Date: Sat, 13 Dec 2014 09:21:01 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 30 on bug 66067 from
(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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