Initial support for floating point and signed texture formats.

New "FetchTexelFuncF()" function returns texels in floating point format.
Only used for depth component images at this time.
Changed original FetchTexelFunc to return GLchan instead of GLvoid, removing
need for a bunch of ugly casts.
This commit is contained in:
Brian Paul
2004-01-23 01:59:54 +00:00
parent edd1d86c74
commit 4f295cee73
8 changed files with 900 additions and 405 deletions

View File

@@ -56,6 +56,7 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
GLchan rgba[4];
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* XXX use a float-valued TextureSample routine here!!! */
swrast->TextureSample[unit](ctx, unit, ctx->Texture.Unit[unit]._Current,
1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);