Hello, Is there a concept in OpenGL that certain internal formats *must* be supported for rendering? An issue we're running into is that NVIDIA hardware supports sampling from RGBA4 textures, but does not support that as a render format. So if you create a tex image with GL_RGBA4, we use that as the TexFormat, since we can sample from it. However then attaching the image to a fbo makes that fbo incomplete.
At least one application isn't ready to handle that situation. Is the application wrong, or must we support GL_RGBA4 as a renderable texture attachment format, thus meaning that we should never actually make use of the hw's RGBA4 sampling capabilities (since we never know if a texture will later be used for rendering)? The spec is a bit unclear about this. Table 8.12 of the GL 4.5 core spec marks GL_RGBA4 as "required renderable", but I think that only affects renderbuffers (which st/mesa handles properly by falling back to RGBA8 when the requested format is not renderable). Any advice welcome. Cheers, -ilia _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev