1 May 2005 01:44
[Bug 3165] texImage.IsCompressed and texImage.CompressedSize issues
<bugzilla-daemon <at> freedesktop.org>
2005-04-30 23:44:13 GMT
2005-04-30 23:44:13 GMT
Please do not reply to this email: if you want to comment on the bug, go to the URL shown below and enter yourcomments there. https://bugs.freedesktop.org/show_bug.cgi?id=3165 ------- Additional Comments From brian.paul <at> tungstengraphics.com 2005-04-30 16:44 ------- (In reply to comment #2) > (In reply to comment #1) > > I guess I was expecting that the driver itself would plug in the correct > > InternalFormat and IsCompressed values when needed. In practice, I believe this > > would only be needed when the user's internalFormat was one of the six generic > > compressed formats. In that case, the driver chooses the best specific > > compressed format, or falls back to an uncompressed format. The spec says that > > the GL then replaces internalFormat's value with the actual chosen format. > > Is it actually necessary to change the internalFormat? I thought it was merely a > hint to the OpenGL implementation with respect to the internal representation of > the image. Normally, the user's internalFormat is just a hint and the value is kept as-is in the texture image's state record. But in the case of texture compression, when the user's internalFormat is a generic format, we want to store the actual internal format chosen by the driver so that the user can ask OpenGL what format it really settled on. That's my reading of the spec. > For example a driver that can't do RGB can fall back to an RGBA > format without changing the internalFormat. Yes, that's true.(Continue reading)
AFAIK, Mesa handles situations where vertex shader requests for certain attrib
but user didnt pass it with this.
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