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authorKeith Whitwell <keith@tungstengraphics.com>2005-05-11 16:28:33 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2005-05-11 16:28:33 +0000
commitac6728d2d9208c4e8147b1ebfde50efdf37a8428 (patch)
treef80f62c794ee83d73f807be6da48ac75c6902039 /src/mesa/drivers/dri/r300/r300_render.c
parent49d8cbe8d110e5c0a23300b5b82d110286bc3609 (diff)
Previously in TXP and TEX instructions, lambda was passed to
fetch_texel as zero, but I believe this is incorrect. The spec uses a pseudocode function: vec4 TextureSample(float s, float t, float r, float lodBias, int texImageUnit, enum texTarget); to specify the behaviour of TEX, TXB and TXP instructions. For TEX and TXP, lodBias is passed as zero, TXB is passed with texcoord[4]. In our code we have static void fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda, GLuint unit, GLfloat color[4] ) and were passing zero and a biased lambda value respectively. The difference is that TextureSample() would add in the lambda term itself, while in our code the caller is expected to do this. Thus in the TEX and TXP cases, it is necessary to pass an unbiased lambda value for things to work out correctly.
Diffstat (limited to 'src/mesa/drivers/dri/r300/r300_render.c')
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