10 Mar
2007
10 Mar
'07
10:20 p.m.
On 10.03.2007 15:02, Fabian Bieler wrote:
+static const PixelFormatDesc NV_texture_shader_formats[] = { + {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_SIGNED_HILO8_NV ,GL_HILO_NV ,GL_BYTE },
Are you sure this is right? From the NV_texture_shader spec it looks to me like HILO is for high-precision data, and that DSDT (described as offset data) would be more appropriate for V8U8. -f.r.