Kenneth Graunke writes:
> On 08/27/2012 01:38 PM, Eric Anholt wrote:
>> Kenneth Graunke writes:
>>
>>> Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
>>> textures. There are no Y, Z, or W components.
>>
>> Seems like this doesn't even need to be shadow-sampler-dependent
On 08/27/2012 01:38 PM, Eric Anholt wrote:
> Kenneth Graunke writes:
>
>> Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
>> textures. There are no Y, Z, or W components.
>
> Seems like this doesn't even need to be shadow-sampler-dependent, just
> whether the baseformat is
Kenneth Graunke writes:
> Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
> textures. There are no Y, Z, or W components.
Seems like this doesn't even need to be shadow-sampler-dependent, just
whether the baseformat is depth/depthstencil.
pgpZ545VALtEo.pgp
Description: P
Our previous assumption, SWIZZLE_XYZW, was completely bogus for depth
textures. There are no Y, Z, or W components.
DEPTH_TEXTURE_MODE has three options:
- GL_LUMINANCE:
- GL_INTENSITY:
- GL_ALPHA: <0, 0, 0, X>
The default value is GL_LUMINANCE, and most applications don't seem to
alter DE