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.