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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [HSW] DOTA world lighting has no effect"
href="https://bugs.freedesktop.org/show_bug.cgi?id=76749#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [HSW] DOTA world lighting has no effect"
href="https://bugs.freedesktop.org/show_bug.cgi?id=76749">bug 76749</a>
from <span class="vcard"><a class="email" href="mailto:olvaffe@gmail.com" title="Chia-I Wu <olvaffe@gmail.com>"> <span class="fn">Chia-I Wu</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=76749#c13">comment #13</a>)
<span class="quote">> (In reply to <a href="show_bug.cgi?id=76749#c12">comment #12</a>)
> > (In reply to <a href="show_bug.cgi?id=76749#c11">comment #11</a>)
> > > I'll see if I can spot the problem with the saturation propagation pass. I
> > > can reproduce the issue with Jordan's trace.
> >
> > I think I've found the shader that it's incorrectly optimizing.
>
> I've sent a three patch series to fix some bugs in the saturate propagation
> pass. It fixes some lighting issues (the whole scene looked too dark
> before), but doesn't affect the issue Jordan's pngs show.</span >
The patch in the attachments should fix this bug.
I am on holidays, and haven't had a chance to look at the patches for VS DCE
and saturation propagation. I will take a look once I get back, of course
unless they have been committed by then.</pre>
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