https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #28 from Daniel Scharrer <daniel at constexpr.org> --- Created attachment 110801 --> https://bugs.freedesktop.org/attachment.cgi?id=110801&action=edit LD_PRELOAD library to fix Trine's ARB shaders Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2 engine) has the same lighting problem. Since the attached radeonsi patch no longer applies, I have created a small LD_PRELOAD library to change all instances of " SHADOW2D;" to " 2D;" in ARB shaders. Using this confirms that it's still the same bug. Obviously fglrx somehow silently falls back to non-shadow samplers. Is this also the case for the nvidia driver with ARB shaders or does that just get fed Cg shaders directly? If so, would it be feasible for Mesa to include something like the "Handle sampler depth compare mode" but for ARB shaders only? Or at least a drirc option - either to decide based on the compare mode or to disable shadow samplers completely? -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/dri-devel/attachments/20141213/c0edd7de/attachment.html>