On 14 September 2013 09:25, Henri Verbeet <hverb...@gmail.com> wrote:
> On 13 September 2013 23:40, Paul Berry <stereotype...@gmail.com> wrote: > > Looking at the specs yesterday, I *thought* the call is necessary in > order > > to ensure framebuffer completeness, since there's no color attachment to > the > > framebuffer. In GL 3.2 (section 4.4.4 Framebuffer Completeness, under > the > > "Whole Framebuffer Completeness" section), the following is listed as a > > criterion for framebuffer completeness: > > > > The value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE must not be > > NONE for any color attachment point(s) named by DRAW_BUFFERi. > > > > { FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER } > > > > > > However, maybe I'm interpreting the spec wrong, because neither Mesa nor > the > > NVIDIA proprietary driver requires the glDrawBuffer() call in order for > the > > framebuffer to be complete. > > > ARB_ES2_compatibility / GL 4.1 remove those completeness requirements, > and make the behaviour as if the READ/DRAW buffer is NONE for missing > attachments. > Ah, ok. In that case I think we should go ahead and keep the glDrawBuffer() call, just to make sure that the test works on implementations that use the pre-GL-4.1 completeness rules.
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