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.
More information about the wine-devel
mailing list