From: Jerome G. <j.g...@gm...> - 2006-10-14 11:52:23
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Hi, I am wondering if i am fully understanding how texture value should be computed. I am refering here to section 3.8.13 of opengl specification and specialy to table 3.21. My understanding is that when you got an RGB texture the As = 1 but when computing you use Ap which equal to the primary color component of incoming fragment if you are texture 0, or to the previous A value if you are texture > 0 ie if you are texture 1 you use A from texture 0, if you are texture 2 you use A from texture 1 right ? According to fragment program extension, TEX, TXP, ... should give you the right A value (Ap depending on which texture unit you are using). I got the feeling that r300/r400 hardware doesn't follow this. At least fglrx driver (one packaged in ubuntu edgy) fail at pixel format test using TEX instruction. I also attach a small app which should test that. If you launch it res should be (255, 0, 0, 0) but i will be (255, 0, 0, 255). If anyone could test that on a windows with r300 hardware. I may also don't fully understand this part of the specification :) Btw the Ap value seems a bit hard things to follow i guess that ATI might have choose to save some silicon and simplify design than to conform to this specification. best, Jerome Glisse |