Hi Brian,

>> This is an updated patch to allow glTexImage2D with a depth component
>> cube map. Patch
>> was producing an expected ouput with depth-cube-map test (posted on
>> piglit mailing list).
>> But i'm getting an incorrect output since i updated my mesa branch
>> with git://anongit.freedesktop.org/mesa/mesa.
>> Luminance value is not getting copied to green and blue channels. So
>> the color value i'm seeing in fragment
>> shader is (L,0,0,1). I verified that this issue is only with depth
>> cube maps not with depth 2D textures.
>> Is this a known issue? I will try to debug it further.
>
> Which driver are you testing with?
Just figured out that my path for libdrm wasn't set correctly so driver 
was falling back to software rasterizer. glxinfo output:
OpenGL vendor string: Mesa Project
OpenGL renderer string: Software Rasterizer
OpenGL version string: 3.0 Mesa 7.12-devel (git-24d25b5)
OpenGL shading language version string: 1.30
So, the software rasterizer is not copying the Luminance value to green 
and blue channels.

I'm getting the expected output (L,L,L,1) on setting correct path for 
libdrm. glxinfo output:
OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Intel(R) Sandybridge Mobile 
x86/MMX/SSE2
OpenGL version string: 3.0 Mesa 7.12-devel (git-24d25b5)
OpenGL shading language version string: 1.30

-Anuj
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