wined3d: Implented signed texture formats via NV_TEXTURE_SHADER

Fabian Bieler der.fabe at gmx.net
Sun Mar 11 18:13:28 CDT 2007


On Saturday 10 March 2007 23:20, Frank Richter wrote:
> On 10.03.2007 15:02, Fabian Bieler wrote:
> > +static const PixelFormatDesc NV_texture_shader_formats[] = {
> > +    {WINED3DFMT_V8U8        ,0x0        ,0x0        ,0x0        ,0x0    
> >    ,2      ,FALSE      ,GL_SIGNED_HILO8_NV     ,GL_HILO_NV        
> > ,GL_BYTE                        },
>
> Are you sure this is right? From the NV_texture_shader spec it looks to
> me like HILO is for high-precision data, and that DSDT (described as
> offset data) would be more appropriate for V8U8.
You're probably right about that. While I can't see a visual difference 
between using HILO8 and DSDT in hl2 with dx81 (which uses V8U8), I'll resend 
a modified patch.



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