Am Montag 12 März 2007 11:54 schrieb Fabian Bieler:
On Monday 12 March 2007 10:39, Stefan Dösinger wrote:
You seem to add a 2nd table for GL_NV_texture_shader3 formats and try this table first. It is another solution for the static table problem I haven't thought of yet. For now, can you just hardcode the formats in the normal table? It should not cause any issues otherwise, because the function looking for a surface conversion will filter them out anyway.
This patch includes the requested changes. I did not implement the conversions for the new pixel formats, as that would not help anything without also alterting the fragment shaders.
Almost perfect :-)
+ {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DSDT8_MAG8_INTENSITY8_NV,GL_DSDT_MAG_INTENSITY_NV,GL_BYTE},
Can you align the } with the other lines? (I'm picky because it is very tricky to fix the formating afterwards)