Yeah, it's the worst spec I have ever read.<br><br>I am using the GL3.1 spec instead. There is also a trivial interaction with ARB_color_buffer_float. If I read the 3.1 spec correctly, there is no way to store _unclamped_ values to a signed normalized texture when rendering to it without a call to glClampColorARB to disable fragment color clamping.<br>
<br>BTW I am almost done with EXT_texture_snorm and am doing final testing. I will send patches soon along with ARB_color_buffer_float.<br><br>Marek<br><br><div class="gmail_quote">On Tue, Mar 15, 2011 at 4:23 PM, Ian Romanick <span dir="ltr"><<a href="mailto:idr@freedesktop.org">idr@freedesktop.org</a>></span> wrote:<br>
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<div class="im"><br>
On 03/10/2011 02:46 PM, Marek Olšák wrote:<br>
<br>
> The specification of GL_EXT_texture_snorm says:<br>
><br>
> OpenGL 3.0 is required.<br>
><br>
> This extension is written against the OpenGL 3.0 specification.<br>
<br>
</div>And then all of the chapter headings in the spec say "Additions to<br>
Chapter # of the OpenGL 2.0 Specification". lol<br>
<div class="im"><br>
> which simply means we cannot advertise the extension on GL2.1. Would<br>
> anyone be against violating the requirement?<br>
><br>
> The thing is even some of GL2 hardware can do it, and GL3 likely won't<br>
> be supported anytime soon due to unresolved patent issues.<br>
<br>
</div>My recollection is that AMD (where all of the spec authors live) only<br>
wanted to advertise it with OpenGL 3.x, and they didn't want to specify<br>
the interactions. It looks like the only interactions are with<br>
GL_ARB_texture_rg. I think it's safe to advertise this on 2.x hardware<br>
as long as GL_ARB_texture_rg is also supported. This makes sense given<br>
that the most common usage is for normal maps.<br>
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