Re: [Mesa3d-dev] Texture function opengl specification

2006-10-16 Thread Brian Paul
Roland Scheidegger wrote: Jerome Glisse wrote: According to fragment program extension, TEX, TXP, ... should give you the right A value (Ap depending on which texture unit you are using). That's not how I read that. TEX,TXP,... refer to texture sampling only, there is no thing as previous

Re: [Mesa3d-dev] Texture function opengl specification

2006-10-16 Thread Brian Paul
Roland Scheidegger wrote: Brian Paul wrote: Well, if my theory is sound, then the glean pixelFormats test is wrong. I don't think the test is wrong as-is. It's just that GL_COMBINE mode exercises things in a different way. A better way, in fact. I'll clean up your patch, Roland, and check

Re: [Mesa3d-dev] Texture function opengl specification

2006-10-14 Thread Roland Scheidegger
Jerome Glisse wrote: Hi, I am wondering if i am fully understanding how texture value should be computed. I am refering here to section 3.8.13 of opengl specification and specialy to table 3.21. My understanding is that when you got an RGB texture the As = 1 but when computing you use

Re: [Mesa3d-dev] Texture function opengl specification

2006-10-14 Thread Jerome Glisse
On 10/14/06, Roland Scheidegger [EMAIL PROTECTED] wrote: Jerome Glisse wrote: Hi, I am wondering if i am fully understanding how texture value should be computed. I am refering here to section 3.8.13 of opengl specification and specialy to table 3.21. My understanding is that when