https://bugs.freedesktop.org/show_bug.cgi?id=31159
--- Comment #2 from Philip Taylor <exc...@gmail.com> 2011-03-07 15:14:38 PST --- I see this bug with softpipe, but not with i965 (non-Gallium). I don't have a simple test case, but I've observed the problem in the game is where parts of the terrain are outside the far plane of the camera used for generating the shadow depth texture. I think that means the (s,t,r) texcoords used for the depth texture comparison have r > 1.0. The depth texture sampled at (s,t) should have value 1.0, and r should be clamped to [0, 1] (per the GL spec, for non-floating-point depth textures), so the LEQUAL depth test should pass and the terrain should be non-shadowed. Looking at softpipe's sp_tex_sample.c, the p[] values passed into sample_compare are often larger than 1.0, so it seems to me that something is failing to correctly clamp the texcoords before sampling the texture. -- Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev