Open Bug 613046 Opened 14 years ago Updated 2 years ago

Make sure we're using the right format for textures

Categories

(Core :: Graphics, defect)

x86
macOS
defect

Tracking

()

People

(Reporter: jrmuizel, Unassigned)

References

(Blocks 1 open bug)

Details

The OS X gl guide recommends against using GL_ARGB textures. Perhaps we should follow their advice.
I don't think it really matters any more, not in a shader world?  But it's easy enough to switch -- we already have two sets of shaders, one for rgba and one for bgra (swapped).  So we could use BGRA (which is I assume what it suggests you use?) and just swap the shader type, if we're on OSX.
I should've mentioned this earlier, but the reason I looked into this was because
glgConvertTo_32<GLGConverter_ABGR8_ARGB8, (GLGMemory)2> was showing up in profiles.
ah ha, so internally it wants BGRA.  Should be easy to do, we'll just need to carry around a we_are_in_opposite_land flag (which can be static true on OSX).
Blocks: tabswitch
Severity: normal → S3
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