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<body><span class="vcard"><a class="email" href="mailto:nhaehnle@gmail.com" title="Nicolai Hähnle <nhaehnle@gmail.com>"> <span class="fn">Nicolai Hähnle</span></a>
</span> changed
<a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Portal Stories Mel: Player's hands appear black at high shader quality"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96512">bug 96512</a>
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<th>What</th>
<th>Removed</th>
<th>Added</th>
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<td style="text-align:right;">Resolution</td>
<td>---
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<td>NOTOURBUG
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<td style="text-align:right;">Status</td>
<td>NEW
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<td>RESOLVED
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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Portal Stories Mel: Player's hands appear black at high shader quality"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96512#c8">Comment # 8</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Portal Stories Mel: Player's hands appear black at high shader quality"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96512">bug 96512</a>
from <span class="vcard"><a class="email" href="mailto:nhaehnle@gmail.com" title="Nicolai Hähnle <nhaehnle@gmail.com>"> <span class="fn">Nicolai Hähnle</span></a>
</span></b>
<pre>I believe that this is a game bug.
Some of the black objects are rendered in draw calls between 526669 and 526714
of the provided trace. They're using program 2823, which contains fragment
shader 2811, which uses a shadow sampling instruction on sampler 15, but the
texture bound to texture 15 is a 1x1 GL_SRGB texture.
The GLSL 4.50 spec in the section on Texture Functions says: "If a shadow
texture call is made to a sampler that does not represent a depth texture, then
results are undefined." -- that is, the game is invoking undefined behaviour,
hence this is not our bug.</pre>
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