wined3d: Implented signed texture formats via NV_TEXTURE_SHADER

Frank Richter frank.richter at
Sat Mar 10 16:20:48 CST 2007

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.


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