wined3d: Allow WINED3DFMT_R32F render targets

Chris Robinson chris.kcat at
Sun Oct 14 13:42:04 CDT 2007

On Sunday 14 October 2007 11:34:41 am Stefan Dösinger wrote:
> What does a depth texture return for red, green, blue and alpha when
> sampled by a pixel shader, or a vertex shader via VTF? Does it work with
> fixed function fragment processing? It may be a workable solution if the
> returned channels match, since it doesn't have the texture rectangle
> restriction.

According to the ARB spec, whenever a depth texture is used for color, it 
behaves like a luminance texture, so I'd assume r, g, and b would be the 
depth value, and alpha would be 1. I'm just not sure if you can attach a 
depth texture to a color attachment on fbos..

More information about the wine-devel mailing list