зеркало из https://github.com/AvaloniaUI/angle.git
Updates ANGLE_depth_texture to reflect proposed changes in requirements for g and b channels.
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1967 736b8ea6-26fd-11df-bfd4-992fa37f6226
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@ -9,6 +9,8 @@ Name Strings
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Contributors
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Nicolas Capens, TransGaming
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Daniel Koch, TransGaming
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Shannon Woods, TransGaming
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Kenneth Russell, Google
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Vangelis Kokkevis, Google
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Gregg Tavares, Google
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@ -17,7 +19,7 @@ Contributors
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Contact
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Daniel Koch, TransGaming (daniel 'at' transgaming.com)
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Shannon Woods, TransGaming (shannon 'dot' woods 'at' transgaming.com)
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Status
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@ -25,8 +27,8 @@ Status
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Version
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Last Modifed Date: June 4, 2012
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Revision: #3
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Last Modified Date: February 25, 2013
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Revision: #4
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Number
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@ -89,7 +91,7 @@ Additions to Chapter 2 of the OpenGL ES 2.0 Specification (OpenGL Operation)
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If a vertex shader uses..."
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Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterizatoin)
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Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterization)
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Add the following rows to Table 3.2 (page 62):
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@ -219,8 +221,7 @@ Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterizatoin)
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below. Otherwise, the texture unit operates in the normal manner.
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Let <D_t> be the depth texture value, provided by the shader's texture lookup
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function. Then the effective texture value, <L_t> or <A_t> is computed
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as follows:
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function. Then the effective texture value is computed as follows:
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<Tau> = <D_t>
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If the texture image has a base internal format of DEPTH_STENCIL_OES, then
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@ -228,10 +229,10 @@ Additions to Chapter 3 of the OpenGL ES 2.0 specification (Rasterizatoin)
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not include a stencil index component, but includes only the depth
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component.
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The resulting <Tau> is assigned to <L_t>. In some implementations,
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<Tau> is also assigned to <A_t>. Thus in table 3.12, textures with
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depth component data behave as if their base internal format is
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either LUMINANCE or LUMINANCE_ALPHA."
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The resulting <Tau> is assigned to <R_t>. In some implementations, <Tau> is
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also assigned to <G_t>, <B_t>, or <A_t>. Thus in table 3.12, textures with
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depth component data behave as if their base internal format is RGBA, with
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values in <G_t>, <B_t>, and <A_t> being implementation dependent."
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Add the following to section 3.7.11 "Mipmap Generation":
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@ -363,8 +364,8 @@ Issues
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RESOLVED: This extension:
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- does not support loading pre-baked depth stencil data via
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TexImage2D or TexSubImage2D.
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- allows variability in w-component of the sample results from
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depth textures.
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- allows variability in the y-, z-, and w-components of the sample
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results from depth textures.
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- only supports one level textures.
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- explicitly lists the errors for unsupported functionality.
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Since these were not clearly specified in the OES_depth_texture
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@ -392,6 +393,8 @@ Issues
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Revision History
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02/25/2013 swoods revise to allow texture lookup to guarantee depth values
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only in red channel of sample result.
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06/04/2012 dgkoch fix errors, disallow multi-level depth textures.
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05/30/2012 dgkoch minor updates and add issues.
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05/23/2012 dgkoch intial revision based on OES_depth_texture and
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