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<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#c32">Comment # 32</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>(In reply to Daniel Scharrer from <a href="show_bug.cgi?id=66067#c31">comment #31</a>)
<span class="quote">> It selects between the 2D and SHADOW2D samplers based on the number of
> components in the coordinate vector. This matches the documentation [1]
> which, unlike the tutorial you quoted, makes no mention of the shadow test
> depending on the texture format or compare mode.
>
> [1] <a href="http://http.developer.nvidia.com/Cg/tex2Dproj.html">http://http.developer.nvidia.com/Cg/tex2Dproj.html</a></span >
Yeah, my understanding and explanation as recorded in this bug is scattershot,
misleading, and wrong.
I've meant to update it with an accurate summary of the problem, but there
seemed to be hostility towards the idea of matching nvidia's behavior instead
of demanding everybody else change their (technically buggy but in practice
perfectly correct) software so I haven't bothered.</pre>
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