[Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Sat Dec 13 01:21:01 PST 2014


https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #30 from Daniel Scharrer <daniel at constexpr.org> ---
(In reply to Nicholas Miell from comment #29)
> Does it ever actually sample from a depth texture or is unconditionally
> converting the SHADOW2D to 2D safe?

In the apitraces I have, depth formats (GL_DEPTH_COMPONENT* and
GL_DEPTH*_STENCIL*) are only ever used for renderbuffers. I also haven't
noticed any visual problems with the shadows other than ones that are also
there with fglrx.

No idea if this is true for the whole game and for all video settings (I only
tried Very High graphics detail + FXAA + 2xSSAA). It can also of course change
with future updates.

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