wined3d: Implented signed texture formats via NV_TEXTURE_SHADER

Stefan Dösinger stefan at codeweavers.com
Sat Mar 10 15:36:01 CST 2007


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?

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. 
But working around that issue will be tricky because the shaders depend more 
on the stateblock then, and things get increasingly ugly.

Oh, and it seems that you have proven me wrong with my suspicion that sRGB 
correction is the cause of that :-)
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