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)
Tracking
()
NEW
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.
Reporter | ||
Comment 2•14 years ago
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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).
Updated•2 years ago
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Severity: normal → S3
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Description
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