Re: [1/2] wined3d: unbound texture units should sample black instead of white.

2010-07-02 Thread Henri Verbeet
On 1 July 2010 20:58, Fabian Bieler wrote: > I hoped that OpenGL took care of those cases. According to the spec samplers > with incomplete textures bound to them should return (0, 0, 0, 1), too. > Wouldn't sampling from a texture unit to which the binding of matching > dimensionality is 0 count a

Re: [1/2] wined3d: unbound texture units should sample black instead of white.

2010-07-02 Thread Stefan Dösinger
Am 01.07.2010 um 20:58 schrieb Fabian Bieler: > I hoped that OpenGL took care of those cases. According to the spec samplers > with incomplete textures bound to them should return (0, 0, 0, 1), too. > Wouldn't sampling from a texture unit to which the binding of matching > dimensionality is 0 c

Re: [1/2] wined3d: unbound texture units should sample black instead of white.

2010-07-01 Thread Fabian Bieler
On Thursday 01 July 2010 17:19:42 Stefan Dösinger wrote: > Am Donnerstag 01 Juli 2010 16:54:08 schrieb Fabian Bieler: > > -glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, > > GL_LUMINANCE, > > GL_UNSIGNED_BYTE, &white); > > > +glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,

Re: [1/2] wined3d: unbound texture units should sample black instead of white.

2010-07-01 Thread Stefan Dösinger
Am Donnerstag 01 Juli 2010 16:54:08 schrieb Fabian Bieler: > -glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); > +glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, &black); This will only work if t