[Mesa-dev] [Bug 66833] Text rendering problems on Dota 2, all mesa drivers
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Jul 15 11:11:35 PDT 2013
https://bugs.freedesktop.org/show_bug.cgi?id=66833
Ian Romanick <idr at freedesktop.org> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |NOTOURBUG
--- Comment #14 from Ian Romanick <idr at freedesktop.org> ---
(In reply to comment #9)
> I just tried to change the source of shaders 498, 500 and 502 to use the red
> channel instead of alpha channel, and it confirms my reasoning. This is how
> it looks:
Thanks for the analysis!
> https://dl.dropboxusercontent.com/u/87650/dota_linux.225278.trim.trace.
> edited_call_180410-1_0.png
The other way to deal with GL_ALPHA being removed:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED,
GL_UNSIGNED_BYTE, pixels);
glTexParamateri(GL_TEXTURE_2D,
GL_TEXTURE_SWIZZLE_R,
GL_ZERO);
glTexParamateri(GL_TEXTURE_2D,
GL_TEXTURE_SWIZZLE_G,
GL_ZERO);
glTexParamateri(GL_TEXTURE_2D,
GL_TEXTURE_SWIZZLE_B,
GL_ZERO);
glTexParamateri(GL_TEXTURE_2D,
GL_TEXTURE_SWIZZLE_A,
GL_RED);
That will make it behave identically (for texturing) to an old GL_ALPHA
texture.
I'm going to close this as NOTOURBUG and work with Valve to get this resolved
in Dota 2.
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