Hi, looking at some piglit failures, I was wondering what is actually the correct thing to do with stencil texturing. What do you put in the missing channels? The GL spec seems to say depth texture mode is only applicable to depth textures, so what it is then? It looks like nvidia is returning the same value in all channels, but from all possibilities I can think of what should be returned (honor depth texture mode, treat it like a GL_RED texture, ...) this seems to be about the least likely to actually be correct.
Any pointers? Or maybe it just doesn't matter? (Oh and before I forget, the piglit texwrap test is quite busted wrt stencil textures, so don't trust it...) There's actually another problem related to gallium, right now mesa/st uses (in contrast to depth textures) XYZW swizzle (albeit if it's a depth/stencil texture in stencil sampling mode, it would use the swizzle according to depth texture mode). That's quite problematic for several reasons, not least because in gallium stencil textures essentially use the "Y" component for sampling stencil, not X. Not to mention that the other components do not map to anything (as opposed to "ordinary" color formats). There's also some interface mismatch there too which looks like it can't be solved easily - we sample the Y component, however we still need to use the X component from the border color. Hmm. Roland _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev