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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#c34">Comment # 34</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:daniel@constexpr.org" title="Daniel Scharrer <daniel@constexpr.org>"> <span class="fn">Daniel Scharrer</span></a>
</span></b>
<pre>Came across another game that does this wrong: Never Alone
(<a href="http://store.steampowered.com/app/295790">http://store.steampowered.com/app/295790</a>) However this one does need shadow
comparison in other shaders.
I've contacted the developers about this (as I have for the other affected
games) but I fear that this problem will just keep coming up - especially with
the NVIDIA driver ignoring the shadow sampler from the shader and Catalyst also
having a workaround (at least the Trine games rendered correctly with it the
last time I tried). Additionally at one of the developers I have contacted
suggested they are unlikely to release another patch so this will likely remain
broken.
Would it be possible to - instead of branching in the shader - create shader
variants if the TEXTURE_COMPARE_MODE does not match up with the use in the
shader?
Again, would be good to know how the blob handles this.</pre>
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