Re: wined3d: Rebind texture before checking for its content in check_fbo_compat().

2013-01-27 Thread Stefan Dösinger
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Am 2013-01-26 23:52, schrieb Matteo Bruni:
 2013/1/26 Stefan D￶singer stefandoesin...@gmail.com:
 Do you really have to re-attach it to the FBO? Or does 
 glBindTexture(GL_TEXTURE_2D, tex) work as well?
 Yeah, that works too. I've sent a new patch with this change.
Is it really an fglrx bug in this case? I vaguely remember that the
spec says you have to rebind a texture before reading it after you've
rendered to an FBO it is attached to. Or was this about rebinding the
FBO after modifying the texture via glSubTexImage?

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Re: wined3d: Rebind texture before checking for its content in check_fbo_compat().

2013-01-27 Thread Henri Verbeet
On 27 January 2013 19:16, Stefan Dösinger stefandoesin...@gmail.com wrote:
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 Hash: SHA1

 Am 2013-01-26 23:52, schrieb Matteo Bruni:
 2013/1/26 Stefan D￶singer stefandoesin...@gmail.com:
 Do you really have to re-attach it to the FBO? Or does
 glBindTexture(GL_TEXTURE_2D, tex) work as well?
 Yeah, that works too. I've sent a new patch with this change.
 Is it really an fglrx bug in this case? I vaguely remember that the
 spec says you have to rebind a texture before reading it after you've
 rendered to an FBO it is attached to. Or was this about rebinding the
 FBO after modifying the texture via glSubTexImage?

That's when multiple contexts are involved.




Re: wined3d: Rebind texture before checking for its content in check_fbo_compat().

2013-01-26 Thread Matteo Bruni
2013/1/26 Stefan Dösinger stefandoesin...@gmail.com:
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 Am 2013-01-26 22:32, schrieb Matteo Bruni:
 +
 gl_info-fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER,
 GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
 Do you really have to re-attach it to the FBO? Or does
 glBindTexture(GL_TEXTURE_2D, tex) work as well?


Yeah, that works too. I've sent a new patch with this change.

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