On Sat, 5 May 2012 09:39:31 +0800, Liu Aleaxander wrote:
> On Sat, May 5, 2012 at 2:56 AM, Eric Anholt wrote:
> > So
> > you can't rely on it being correct here -- you'd need to
> > _mesa_update_state(ctx) first. I think it should go at the very top of
> > the function, due to the _ImageTransfer
On Sat, May 5, 2012 at 10:19 AM, Roland Scheidegger wrote:
> Am 05.05.2012 04:07, schrieb Liu Aleaxander:
>> On Sat, May 5, 2012 at 9:44 AM, Roland Scheidegger
>> wrote:
>> [snip]...
>>
+ * or the original texture stuff would not work
+ *
+ * FIXME: we may use multi-textu
Am 05.05.2012 04:07, schrieb Liu Aleaxander:
> On Sat, May 5, 2012 at 9:44 AM, Roland Scheidegger wrote:
> [snip]...
>
>>> +* or the original texture stuff would not work
>>> +*
>>> +* FIXME: we may use multi-texture to handle this case. But fallback is
>>> +* definitely a much si
On Sat, May 5, 2012 at 9:44 AM, Roland Scheidegger wrote:
[snip]...
>> + * or the original texture stuff would not work
>> + *
>> + * FIXME: we may use multi-texture to handle this case. But fallback is
>> + * definitely a much simple and straight way.
>> + */
>> + if (ctx->Textu
Am 04.05.2012 16:33, schrieb Liu Aleaxander:
> From: Yuanhan Liu
>
> If there are already some texture unit enabled, a fallback is needed,
> or the original texture stuff would not work.
>
> A much better way is to use multi-texture to handle this case: like
> treat the pixels as texture 1 and t
On Sat, May 5, 2012 at 2:56 AM, Eric Anholt wrote:
> On Fri, 4 May 2012 22:33:41 +0800, Liu Aleaxander
> wrote:
>> From: Yuanhan Liu
>>
>> If there are already some texture unit enabled, a fallback is needed,
>> or the original texture stuff would not work.
>>
>> A much better way is to use mul
On Fri, 4 May 2012 22:33:41 +0800, Liu Aleaxander wrote:
> From: Yuanhan Liu
>
> If there are already some texture unit enabled, a fallback is needed,
> or the original texture stuff would not work.
>
> A much better way is to use multi-texture to handle this case: like
> treat the pixels as te
From: Yuanhan Liu
If there are already some texture unit enabled, a fallback is needed,
or the original texture stuff would not work.
A much better way is to use multi-texture to handle this case: like
treat the pixels as texture 1 and the original texture as texture 2.
I haven't do much inverst