http://bugs.freedesktop.org/show_bug.cgi?id=10232
Summary: wrong implementation to translate LUMINANCE format to RGBA Product: Mesa Version: CVS Platform: All OS/Version: Linux (All) Status: NEW Severity: normal Priority: medium Component: Mesa core AssignedTo: mesa3d-dev@lists.sourceforge.net ReportedBy: [EMAIL PROTECTED] CC: [EMAIL PROTECTED], [EMAIL PROTECTED] According to OpenGL spec(glspec21.20061201.pdf Page 253 table6.1), the rule that translate texture internal format luminance to RGBA is L->(L, 0, 0, 1). But in file src/mesa/main/texformat_tmp.h, it is L->(L, L, L, 1), for example: /* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLchans */ static void FETCH(luminance)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLchan *texel ) { const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = src[0]; texel[ACOMP] = CHAN_MAX; } Other translation functions related to luminance are also incorrect. -- Configure bugmail: http://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug, or are watching the assignee. ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev