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.

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