Comment # 31
on bug 66067
from Daniel Scharrer
I have found another game that hits this: he Book of Unwritten Tales: The Critter Chronicles. Again, my workaround works for me. Unlike Trine however, this game ships its Cg shader sources as plain text files. Changing the tex2Dproj() calls to use the correct overload by replacing "tex2Dproj(cookieMap, IN.LightSpacePos)" with "tex2Dproj(cookieMap, IN.LightSpacePos.xyw)" in kAGE_phong.cgfx and kAGE_phong_simple.cgfx fixes it for me. I've sent an email to the developer so hopefully this will be fixed in the game. Meanwhile Trine is still broken on radeonsi. Since it works with fglrx, do we know how it handles mismatched GL_TEXTURE_COMPARE_MODE and sampler in the shader? > I suspect that the Cg compiler always compiles tex2Dproj to a TEX instruction with the SHADOW2D target and relies on OpenGL implementations always transparently using normal sampling on non-depth non-stencil textures. It selects between the 2D and SHADOW2D samplers based on the number of components in the coordinate vector. This matches the documentation [1] which, unlike the tutorial you quoted, makes no mention of the shadow test depending on the texture format or compare mode. [1] http://http.developer.nvidia.com/Cg/tex2Dproj.html
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