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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - integer cube sampling fails to build shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=111511#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - integer cube sampling fails to build shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=111511">bug 111511</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>I forgot to mention, I have no idea what the fourth texel should be in case of
cube corners for integer textures. As said I highly doubt averaging is the
answer, but apart from that no idea. Hopefully though a randomly selected texel
from the other 3 is good enough...
I don't think this is mentioned anywhere in the spec (and for d3d it doesn't
really apply since integer textures are supposed to only be fetched,
sample/gather is not really legal although might work).</pre>
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