On Thu, Feb 25, 2010 at 11:00:28AM -0700, Brian Paul wrote:
> We should also be thinking about texture array targets. With a 2D
> texture array, the S and T coords would be normalized, but not R.
>
> I think we either need new texture targets for RECT, 1D_ARRAY,
> 2D_ARRAY, etc. or per-dimensio
On 25.02.2010 19:00, Brian Paul wrote:
> Roland Scheidegger wrote:
>
>> On 25.02.2010 18:39, michal wrote:
>>
>>> Roland Scheidegger wrote on 2010-02-24 15:18:
>>>
On 24.02.2010 12:48, Christoph Bumiller wrote:
> This wasn't a problem before because tex
Christoph Bumiller wrote on 2010-02-25 19:39:
> On 25.02.2010 19:00, Brian Paul wrote:
>
>> Roland Scheidegger wrote:
>>
>>
>>> On 25.02.2010 18:39, michal wrote:
>>>
>>>
Roland Scheidegger wrote on 2010-02-24 15:18:
> On 24.02.2010 12:48, C
Roland Scheidegger wrote:
> On 25.02.2010 18:39, michal wrote:
>> Roland Scheidegger wrote on 2010-02-24 15:18:
>>> On 24.02.2010 12:48, Christoph Bumiller wrote:
>>>
This wasn't a problem before because textures and samplers were
linked 1:1, but in view of the gallium-gpu4-texture-opc
On Thu, Feb 25, 2010 at 12:39 PM, michal wrote:
> Roland Scheidegger wrote on 2010-02-24 15:18:
>> On 24.02.2010 12:48, Christoph Bumiller wrote:
>>
>>> This wasn't a problem before because textures and samplers were
>>> linked 1:1, but in view of the gallium-gpu4-texture-opcodes branch,
>>> this
On 25.02.2010 18:39, michal wrote:
> Roland Scheidegger wrote on 2010-02-24 15:18:
>> On 24.02.2010 12:48, Christoph Bumiller wrote:
>>
>>> This wasn't a problem before because textures and samplers were
>>> linked 1:1, but in view of the gallium-gpu4-texture-opcodes branch,
>>> this coordinate
Roland Scheidegger wrote on 2010-02-24 15:18:
> On 24.02.2010 12:48, Christoph Bumiller wrote:
>
>> This wasn't a problem before because textures and samplers were
>> linked 1:1, but in view of the gallium-gpu4-texture-opcodes branch,
>> this coordinate normalization bit becomes a problem.
>>
>>
On 24.02.2010 12:48, Christoph Bumiller wrote:
> This wasn't a problem before because textures and samplers were
> linked 1:1, but in view of the gallium-gpu4-texture-opcodes branch,
> this coordinate normalization bit becomes a problem.
>
> NV50 hardware has that bit in the RESOURCE binding, and