<html>
<head>
<base href="https://bugs.freedesktop.org/" />
</head>
<body>
<p>
<div>
<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=66067#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=66067">bug 66067</a>
from <span class="vcard"><a class="email" href="mailto:nmiell@gmail.com" title="Nicholas Miell <nmiell@gmail.com>"> <span class="fn">Nicholas Miell</span></a>
</span></b>
<pre>To quote the Cg tutorial:
"Notice that the code for the shadow map query is virtually identical to the
code for the projective texture lookup in Example 9-6. To a Cg programmer,
shadow maps are like other projective textures, except that instead of
returning a texture color,tex2Dproj returns a value representing shadow
coverage. The underlying hardware implementation automatically recognizes when
a texture is a depth texture (instead of a color texture) and performs the
shadow map comparison instead of an ordinary texture fetch."
I suspect that the Cg compiler always compiles tex2Dproj to a TEX instruction
with the SHADOW2D target and relies on OpenGL implementations always
transparently using normal sampling on non-depth non-stencil textures.</pre>
</div>
</p>
<hr>
<span>You are receiving this mail because:</span>
<ul>
<li>You are the assignee for the bug.</li>
</ul>
</body>
</html>