https://bugs.freedesktop.org/show_bug.cgi?id=66833
Ian Romanick <i...@freedesktop.org> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |NOTOURBUG --- Comment #14 from Ian Romanick <i...@freedesktop.org> --- (In reply to comment #9) > I just tried to change the source of shaders 498, 500 and 502 to use the red > channel instead of alpha channel, and it confirms my reasoning. This is how > it looks: Thanks for the analysis! > https://dl.dropboxusercontent.com/u/87650/dota_linux.225278.trim.trace. > edited_call_180410-1_0.png The other way to deal with GL_ALPHA being removed: glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, pixels); glTexParamateri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ZERO); glTexParamateri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ZERO); glTexParamateri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ZERO); glTexParamateri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED); That will make it behave identically (for texturing) to an old GL_ALPHA texture. I'm going to close this as NOTOURBUG and work with Valve to get this resolved in Dota 2. -- You are receiving this mail because: You are the assignee for the bug.
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