The real issue is that dithering is enabled on all framebuffer formats,
including 32 bpp ones. This way I "think" the R300 hardware can make the
resulting image be perceived as having more bpp than 32. Maybe I should have
consulted this feature with other Radeon developers to see whether this is
true or not. However I am pretty sure that at least 4 tests fail because of
this. glDisable(GL_DITHER) would help too.

On Mon, Feb 8, 2010 at 4:38 PM, Keith Whitwell <kei...@vmware.com> wrote:

> On Mon, 2010-02-08 at 07:20 -0800, Brian Paul wrote:
> > be propagated through the pipeline when doing flat
> > shading, no lighting, etc.
>
> Is this is the perennial problem that GL's float->unorm and unorm->float
> conversion rules are not strict inverses of one another?  IE, if you
> take 255, convert to float, convert back to int, do you get 255?
>
> Keith
>
>
------------------------------------------------------------------------------
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
_______________________________________________
Mesa3d-dev mailing list
Mesa3d-dev@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to