> Am Samstag 10 März 2007 15:02 schrieb Fabian Bieler: > > This patch implements D3DFMT_V8U8 and D3DFMT_Q8W8V8U8 via > > NV_TEXTURE_SHADER. This fixes some renderissues in Half-Life 2 with the > > DirectX9 path and the DirectX8 path via GLSL. > What do those formats provide that other formats do not provide? > Signedness, > or something else I missed? It' mostely signedness but also from the specification: OpenGL's pixel map, color table, convolution, color matrix, histogram, and min/max are NOT performed on the HILO components or texture offset group pixel groups. (I'm not sure wether these operations are performed when shaders are enabled, though.) Also, even GL_HILO8_NV is internally represented by 16 bits per channel (at least according to the spec). > > Using GL_NV_texture shader and GL_ATI_envmap bumpmap is definitly the way > to > go, but I am concerned about macos, where neither of those extensions > exist. Perhaps GL_NV_texture_expand_normal can help?
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