Roland Scheidegger wrote:
> Brian Paul wrote:
>
>>>Well, if my theory is sound, then the glean pixelFormats test is wrong.
>>
>>I don't think the test is wrong as-is. It's just that GL_COMBINE mode
>>exercises things in a different way. A better way, in fact.
>>
>>I'll clean up your patch, Rola
Brian Paul wrote:
>> Well, if my theory is sound, then the glean pixelFormats test is wrong.
>
> I don't think the test is wrong as-is. It's just that GL_COMBINE mode
> exercises things in a different way. A better way, in fact.
>
> I'll clean up your patch, Roland, and check it in. I'll chec
Roland Scheidegger wrote:
> Jerome Glisse wrote:
>
According to fragment program extension, TEX, TXP, ... should
give you the right A value (Ap depending on which texture unit
you are using).
>>>
>>> That's not how I read that. TEX,TXP,... refer to texture sampling
>>> only, there i
On 10/15/06, Roland Scheidegger <[EMAIL PROTECTED]> wrote:
> Jerome Glisse wrote:
> >>> According to fragment program extension, TEX, TXP, ... should
> >>> give you the right A value (Ap depending on which texture unit
> >>> you are using).
> >> That's not how I read that. TEX,TXP,... refer to text
Jerome Glisse wrote:
According to fragment program extension, TEX, TXP, ... should
give you the right A value (Ap depending on which texture unit
you are using).
That's not how I read that. TEX,TXP,... refer to texture sampling
only, there is no thing as previous unit there. Thus, for an RGB
tex
On 10/14/06, Roland Scheidegger <[EMAIL PROTECTED]> wrote:
> Jerome Glisse wrote:
> > Hi,
> >
> > I am wondering if i am fully understanding how texture value should
> > be computed. I am refering here to section 3.8.13 of opengl
> > specification and specialy to table 3.21.
> >
> > My understandin
Jerome Glisse wrote:
> Hi,
>
> I am wondering if i am fully understanding how texture value should
> be computed. I am refering here to section 3.8.13 of opengl
> specification and specialy to table 3.21.
>
> My understanding is that when you got an RGB texture the As = 1 but
> when computing
Hi,
I am wondering if i am fully understanding how texture value
should be computed. I am refering here to section 3.8.13
of opengl specification and specialy to table 3.21.
My understanding is that when you got an RGB texture the
As = 1 but when computing you use Ap which equal to the
primary c