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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev