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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [gallium] glCopyPixels is affected by enabled texture state"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96943#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [gallium] glCopyPixels is affected by enabled texture state"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96943">bug 96943</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Roland Scheidegger from <a href="show_bug.cgi?id=96943#c1">comment #1</a>)
<span class="quote">> The piglit test is probably wrong (I didn't really look), at least different
> results based on enabled texturing don't surprise me. This is one of the
> more weird "features" of glCopyPixels(), glDrawPixels() and friends.
> From the respective man pages:
> "Texture mapping, fog, and all the fragment operations are applied before
> the fragments are written to the frame buffer." So if you don't disable
> texturing, you'll get texturing on top of your copied pixels (which just
> represent the primary color), in whatever way the shader specified (albeit
> the texture coords should be constant IIRC).</span >
OK, so in that case, any time that a texture unit is enabled, we should be
falling back to the drawpixels-style shader? (The multiply, btw, is coming from
the texture combine logic, which defaults to "combine" aka "multiply".)</pre>
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