On 10/15/06, Roland Scheidegger <[EMAIL PROTECTED]> 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 unit there. Thus, for an RGB
> >> texture, A should be always 1.
> >
> > What induced me to this , is that in fragment program extension
> > description they say to look at table 3.21 and in this one there is
> > reference to Ap for A in RGB. Anyway i think you are right here.
> What version of the spec are you using? Table 3.21 only lists the
> component mapping here.

I used 2.0 spec,  i shouldn't, looking at 1.5 and table 3.21 is not
referencing same table.

> Well, if my theory is sound, then the glean pixelFormats test is wrong.
> I've tried to trivially fix it up and also made it possible to use tex
> env combine mode. I think this might break the glDrawPixels tests but
> oddly enough that didn't happen. I did get a lots of failures though
> with an old radeon (and I'm sure r200 will fail too), turns out it
> uncovers some driver bugs... radeon and r200 only have an i8
> single-component format, and you can't use that for a8 or l8 as the
> alpha (or rgb respectively) values will be wrong - guess there was a
> reason those formats weren't used initially... (not sure exactly why it
> doesn't work for L8, as I'd think if the ALPHA_IN_MAP isn't set this
> should work). I'm not quite sure how to fix that, the by far easiest
> method is to just use al88, but it would be possible to hack up tex env
> instead (and for the r200, fragment shader progs too - ugh). Anyway,
> r300 shouldn't have that problem with its native texture sampling
> swizzling/component replace.
>
> Roland
>
>

Jerome Glisse

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