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GL_NV_texture_shader3


Name


    NV_texture_shader3

Name Strings


    GL_NV_texture_shader3

Contact


    Mark J. Kilgard, NVIDIA Corporation (mjk 'at' nvidia.com)

Notice


    Copyright NVIDIA Corporation, 2001.

IP Status


    NVIDIA Proprietary.

Version


    NVIDIA Date: June 10, 2003
$Id: //sw/main/docs/OpenGL/specs/GL_NV_texture_shader3.txt#7 $

Number


    265

Dependencies


    Written based on the wording of the OpenGL 1.2.1 specification,
augmented by the NV_texture_shader and NV_texture_shader2 extension
specifications.

Requires support for the NV_texture_shader extension.

Requires support for the NV_texture_shader2 extension.

Overview


    NV_texture_shader3 extends the NV_texture_shader functionality by
adding several new texture shader operations, extending several
existing texture shader operations, adding a new HILO8 internal
format, and adding new and more flexible re-mapping modes for dot
product and dependent texture shader operations.

See the NV_texture_shader extension for information about the
texture shader operational model.

The fourteen new texture shader operations are:

<offset textures>

24. OFFSET_PROJECTIVE_TEXTURE_2D_NV - Transforms the signed (ds,dt)
components of a previous texture unit by a 2x2 floating-point
matrix and then uses the result to offset the stage's texture
coordinates for a 2D non-projective texture.

25. OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV - Same as above except
the magnitude component of the previous texture unit result
scales the red, green, and blue components of the unsigned RGBA
texture 2D access.

26. OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV - Similar to
OFFSET_TEXTURE_2D_NV except that the texture access is into a
rectangular non-projective texture.

27. OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV - Similar to
OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV except that the texture
access is into a rectangular non-projective texture.

28. OFFSET_HILO_TEXTURE_2D_NV - Similar to OFFSET_TEXTURE_2D_NV
but uses a (higher-precision) HILO base format texture rather
than a DSDT-type base format.

29. OFFSET_HILO_TEXTURE_RECTANGLE_NV - Similar to
OFFSET_TEXTURE_RECTANGLE_NV but uses a (higher-precision)
HILO base format texture rather than a DSDT-type base format.

30. OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV - Similar to
OFFSET_PROJECTIVE_TEXTURE_2D_NV but uses a (higher-precision)
HILO base format texture rather than a DSDT-type base format.

31. OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV - Similar to
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV but uses a
(higher-precision) HILO base format texture rather than a
DSDT-type base format.

(There are no "offset HILO texture scale" operations because
HILO textures have only two components with no third component
for scaling.)

<dependent textures>

32. DEPENDENT_HILO_TEXTURE_2D_NV - Converts the hi and lo components
of a previous shader HILO result into an (s,t) texture coordinate
set to access a 2D non-projective texture.

33. DEPENDENT_RGB_TEXTURE_3D_NV - Converts the red, green, and
blue components of a previous shader RGBA result into an (s,t,r)
texture coordinate set to access a 3D non-projective texture.

34. DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV - Converts the red, green,
and blue components of a previous shader RGBA result into an
(s,t,r) texture coordinate set to access a cube map texture.

<dot product textures>

35. DOT_PRODUCT_TEXTURE_1D_NV - Computes a dot product in the manner
of the DOT_PRODUCT_NV operation and uses the result as the s
texture coordinate to access a 2D non-projective texture.

36. DOT_PRODUCT_PASS_THROUGH_NV - Computes a dot product in the
manner of the DOT_PRODUCT_NV operation and the result is [0,1]
clamped and smeared to generate the texture unit RGBA result.

<dot product depth replace>

37. DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV - Computes a dot product
in the manner of the DOT_PRODUCT_NV operation and the result
is [0,1] clamped and replaces the fragment's window-space
depth value. The texture unit RGBA result is (0,0,0,0).

Two new internal texture formats have been added: HILO8_NV and
SIGNED_HILO8_NV. These texture formats allow HILO textures to be
stored in half the space; still the filtering for these internal
texture formats is done with 16-bit precision.

One new unsigned RGBA dot product mapping mode (FORCE_BLUE_TO_ONE_NV)
forces the blue component to be 1.0 before computing a dot product.

Issues


    Should a HILO8_NV internal format be added?

RESOLUTION: Yes. The HILO8_NV format allows HILO textures to
take up half the space (16-bit HILO8_NV versus 32-bit HILO16_NV).
Even though the texture is stored with 8-bit components, the
interpolated precision can be assumed to be 16-bit.

Should we generalize existing OFFSET_TEXTURE-style operations to
support HILO textures and projective texturing, or should we just
add more texture shader operations?

RESOLUTION: Add more texture shader operations for each distinct
configuration.

NV_texture_shader had consistency rules for OFFSET_TEXTURE
operations that preclude consistency when used with HILO textures.
Consistency is a defined behavior that should stay defined even with
future extensions. Adding specific new texture shader operation
for HILO textures avoids having to redefine the consistency rules
for DSDT-using OFFSET_TEXTURE operations.

Rather than add a separate state that decides when OFFSET_TEXTURE
is projective or not, we just add new operations.

New Procedures and Functions


    None.

New Tokens


    When the <target> and <pname> parameters of TexEnvf, TexEnvfv,
TexEnvi, and TexEnviv are TEXTURE_SHADER_NV and SHADER_OPERATION_NV
respectively, then the value of <param> or the value pointed to by
<params> may be:

OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850
OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853
OFFSET_HILO_TEXTURE_2D_NV 0x8854
OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855
OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856
OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857
DEPENDENT_HILO_TEXTURE_2D_NV 0x8858
DEPENDENT_RGB_TEXTURE_3D_NV 0x8859
DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A
DOT_PRODUCT_PASS_THROUGH_NV 0x885B
DOT_PRODUCT_TEXTURE_1D_NV 0x885C
DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D

Accepted by the <internalformat> parameter of TexImage1D, TexImage2D,
and TexImage3D:

HILO8_NV 0x885E
SIGNED_HILO8_NV 0x885F

When the <target> and <pname> parameters of TexEnvf,
TexEnvfv, TexEnvi, and TexEnviv are TEXTURE_SHADER_NV and
RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV respectively, then the value
of <param> or the value pointed to by <params> may be:

FORCE_BLUE_TO_ONE_NV 0x8860

Additions to Chapter 2 of the 1.2 Specification (OpenGL Operation)


     None

Additions to Chapter 3 of the 1.2 Specification (Rasterization)


 --  Section 3.8 "Texturing"

Replace the third paragraph (amended by the NV_texture_shader
extension) with the following that includes new texture shader
references:

"The alternative to conventional texturing is the texture shaders
mechanism. When texture shaders are enabled, each texture unit uses
one of thirty-seven texture shader operations. Thirty-three of the
thirty-seven shader operations map an (s,t,r,q) texture coordinate
set to an RGBA color. Of these, four texture shader operations
directly correspond to the 1D, 2D, 3D, and cube map conventional
texturing operations. Depending on the texture shader operation, the
mapping from the (s,t,r,q) texture coordinate set to an RGBA color
may depend on the given texture unit's currently bound texture object
state and/or the results of previous texture shader operations.
The four remaining texture shader operations respectively provide
a fragment culling mechanism based on texture coordinates, a dot
product operation that computes a floating-point value for use by
subsequent texture shaders. and two means to replace the fragment
depth value, The specifics of each texture shader operation are
described in section 3.8.12."

-- Section 3.8.1 "Texture Image Specification"

Add two more rows to table 3.16:

Sized Base R G B A L I HI LO DS DT MAG
Internal Format Internal Format bits bits bits bits bits bits bits bits bits bits bits
------------------------------ --------------------- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
HILO8_NV HILO 8 8
SIGNED_HILO8_NV HILO 8* 8*

Update this paragraph inserted by NV_texture_shader before the last
sentence in the fifth paragraph to read:

"The error INVALID_OPERATION is generated if the format is
HILO_NV and the internalformat is not one of HILO_NV, HILO16_NV,
HILO8_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV, SIGNED_HILO8_NV;
or if the internalformat is one of HILO_NV, HILO16_NV, HILO8_NV,
SIGNED_HILO_NV, SIGNED_HILO16_NV, or SIGNED_HILO8_NV and the format
is not HILO_NV.

-- Section 3.8.2 "Alternate Texture Image Specification Commands"

In the second paragraph (describing CopyTexImage2D), change the
third to the last sentence (previously amended by NV_texture_shader) to:

"Parameters level, internalformat, and border are specified using the
same values, with the same meanings, as the equivalent arguments of
TexImage2D, except that internalformat may not be specified as 1, 2,
3, 4, HILO_NV, HILO16_NV, HILO8_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV,
SIGNED_HILO8_NV, DSDT_NV, DSDT8_NV, DSDT_MAG_NV, DSDT8_MAG8_NV,
DSDT_MAG_INTENSITY_NV, or DSDT8_MAG8_INTENSITY8_NV."

In the third paragraph (describing CopyTexImage1D), change the second
to the last sentence (previously amended by NV_texture_shader) to:

"level, internalformat, and border are specified using the same
values, with the same meanings, as the equivalent arguments of
TexImage1D, except that internalformat may not be specified as 1, 2,
3, 4, HILO_NV, HILO16_NV, HILO8_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV,
SIGNED_HILO8_NV, DSDT_NV, DSDT8_NV, DSDT_MAG_NV, DSDT8_MAG8_NV,
DSDT_MAG_INTENSITY_NV, or DSDT8_MAG8_INTENSITY8_NV."

Amend the following text inserted by NV_texture_shader after the
six paragraph to include the HILO8 and UNSIGNED_HILO8 internal
texture formats:

"CopyTexSubImage3D, CopyTexSubImage2D, and CopyTexSubImage1D
generate the error INVALID_OPERATION if the internal format of
the texture array to which the pixels are to be copied is one of
HILO_NV, HILO16_NV, HILO8_NV, SIGNED_HILO_NV, SIGNED_HILO16_NV,
SIGNED_HILO8_NV, DSDT_NV, DSDT8_NV, DSDT_MAG_NV, DSDT8_MAG8_NV,
DSDT_MAG_INTENSITY_NV, or DSDT8_MAG8_INTENSITY8_NV."

-- Section 3.8.13 "Texture Shaders"

Amend the designated paragraphs of the NV_texture_shader
specification to include discussion of new texture shader
operations.

1st paragraph (update number of operations):

"Each texture unit is configured with one of thirty-seven
texture shader operations. Several texture shader operations
require additional state. All per-texture shader stage state
is specified using the TexEnv commands with the target specified
as TEXTURE_SHADER_NV. The per-texture shader state is replicated
per texture unit so the texture unit selected by ActiveTextureARB
determines which texture unit's environment is modified by TexEnv
calls."

3rd paragraph (add fourteen new texture shader operations):

"When TexEnv is called with the target of TEXTURE_SHADER_NV,
SHADER_OPERATION_NV may be set to one of NONE, TEXTURE_1D,
TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP_ARB, PASS_THROUGH_NV,
CULL_FRAGMENT_NV, OFFSET_TEXTURE_2D_NV, OFFSET_TEXTURE_2D_SCALE_NV,
OFFSET_TEXTURE_RECTANGLE_NV, OFFSET_TEXTURE_RECTANGLE_SCALE_NV,
DEPENDENT_AR_TEXTURE_2D_NV, DEPENDENT_GB_TEXTURE_2D_NV,
DOT_PRODUCT_NV, DOT_PRODUCT_DEPTH_REPLACE_NV,
DOT_PRODUCT_TEXTURE_2D_NV, DOT_PRODUCT_TEXTURE_RECTANGLE_NV,
DOT_PRODUCT_TEXTURE_3D_NV, DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV,
DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV,
OFFSET_PROJECTIVE_TEXTURE_2D_NV,
OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV,
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV,
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV,
OFFSET_HILO_TEXTURE_2D_NV, OFFSET_HILO_TEXTURE_RECTANGLE_NV,
OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV,
OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV,
DEPENDENT_HILO_TEXTURE_2D_NV, DEPENDENT_RGB_TEXTURE_3D_NV,
DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV, DOT_PRODUCT_PASS_THROUGH_NV,
DOT_PRODUCT_TEXTURE_1D_NV, or DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV.
The semantics of each of these shader operations is described
in section 3.8.13.1. Not every operation is supported in every
texture unit. The restrictions for how these shader operations
can be configured in various texture units are described in section
3.8.13.2."

5th paragraph (add FORCE_BLUE_TO_ONE_NV):

"When TexEnv is called with the target of TEXTURE_SHADER_NV,
RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV may be set to one of
UNSIGNED_IDENTITY_NV, EXPAND_NORMAL_NV, or FORCE_BLUE_TO_ONE_NV.
This RGBA unsigned dot product mapping mode is used by the
DOT_PRODUCT_NV operation (see section 3.8.13.1.14) and other
operations that compute dot products."

3.8.13.1 Texture Shader Operations

Amend tables 3.A, 3.B, 3.C, and 3.D in the NV_texture_shader
specification to include these new entries:

Table 3.A:
texture shader
texture shader operation i previous texture input texture shader operation i-1 operation i-2 texture shader operation i+1
============================================ ========================= =============================== ================ ================================
OFFSET_PROJECTIVE_TEXTURE_2D_NV base internal texture - - -
format must be one of
DSDT_NV, DSDT_MAG_NV, or
DSDT_MAG_INTENSITY_NV
OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV base internal texture - - -
format must be either
DSDT_MAG_NV or
DSDT_MAG_INTENSITY_NV
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV base internal texture - - -
format must be one of
DSDT_NV, DSDT_MAG_NV, or
DSDT_MAG_INTENSITY_NV
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV base internal texture - - -
format must be either
DSDT_MAG_NV or
DSDT_MAG_INTENSITY_NV
-------------------------------------------- ------------------------- ------------------------------- ---------------- --------------------------------
OFFSET_HILO_TEXTURE_2D_NV base internal texture - - -
format must be HILO
OFFSET_HILO_TEXTURE_RECTANGLE_NV base internal texture - - -
format must be HILO
OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV base internal texture - - -
format must be HILO
OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV base internal texture - - -
format must be HILO
-------------------------------------------- ------------------------- ------------------------------- ---------------- --------------------------------
DEPENDENT_HILO_TEXTURE_2D_NV base internal texture - - -
format must be HILO
DEPENDENT_RGB_TEXTURE_3D_NV shader result type must - - -
all be unsigned RGBA
DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV shader result type must - - -
all be unsigned RGBA
-------------------------------------------- ------------------------- ------------------------------- ---------------- --------------------------------
DOT_PRODUCT_TEXTURE_PASS_THROUGH_NV shader result type must - - -
be one of signed HILO,
unsigned HILO, all
signed RGBA, or all
unsigned RGBA
DOT_PRODUCT_TEXTURE_1D_NV shader result type must - - -
be one of signed HILO,
unsigned HILO, all
signed RGBA, or all
unsigned RGBA
-------------------------------------------- ------------------------- ------------------------------- ---------------- --------------------------------
DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV shader result type must - - -
be one of signed HILO,
unsigned HILO, all
signed RGBA, or all
unsigned RGBA
-------------------------------------------- ------------------------- ------------------------------- ---------------- --------------------------------

Table 3.B:

texture shader operation i texture unit i
============================================ =======================================
OFFSET_PROJECTIVE_TEXTURE_2D_NV 2D target must be consistent
OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 2D target must be consistent
and 2D texture target type must
be unsigned RGBA
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV rectangle target must be consistent
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV rectangle target must be consistent
and rectangle texture target type must
be unsigned RGBA
-------------------------------------------- ---------------------------------------
OFFSET_HILO_TEXTURE_2D_NV 2D target must be consistent
OFFSET_HILO_TEXTURE_RECTANGLE_NV rectangle target must be consistent
OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 2D target must be consistent
OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV rectangle target must be consistent
-------------------------------------------- ---------------------------------------
DEPENDENT_HILO_TEXTURE_2D_NV 2D target must be consistent
DEPENDENT_RGB_TEXTURE_3D_NV 3D target must be consistent
DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV cube map target must be consistent
-------------------------------------------- ---------------------------------------
DOT_PRODUCT_TEXTURE_1D_NV 1D target must be consistent
DOT_PRODUCT_TEXTURE_PASS_THROUGH_NV -
-------------------------------------------- ---------------------------------------
DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV -
-------------------------------------------- ---------------------------------------


Table 3.C:

uses uses uses uses uses offset uses
texture stage stage stage previous uses offset texture const
coordinate texture result result result texture cull texture 2D scale eye
texture shader operation i set usage target i-1 i-2 i+1 input modes 2D matrix and bias vector
=================================== ========== ========= ====== ====== ====== ======== ===== ========= ======== ======
OFFSET_PROJECTIVE_TEXTURE_2D_NV s,t,q 2D - - - y - y - -
OFFSET_PROJECTIVE_- s,t,q 2D - - - y - y y -
TEXTURE_2D_SCALE_NV
OFFSET_PROJECTIVE_- s,t,q rectangle - - - y - y - -
TEXTURE_RECTANGLE_NV
OFFSET_PROJECTIVE_- s,t,q rectangle - - - y - y y -
TEXTURE_RECTANGLE_SCALE_NV
----------------------------------- ---------- --------- ------ ------ ------ -------- ----- --------- -------- ------
OFFSET_HILO_TEXTURE_2D_NV s,t 2D - - - y - y - -
OFFSET_HILO_TEXTURE_RECTANGLE_NV s,t rectangle - - - y - y - -
OFFSET_PROJECTIVE_- s,t,q 2D - - - y - y - -
HILO_TEXTURE_2D_NV
OFFSET_PROJECTIVE_- s,t,q rectangle - - - y - y - -
HILO_TEXTURE_RECTANGLE_NV
----------------------------------- ---------- --------- ------ ------ ------ -------- ----- --------- -------- ------
DEPENDENT_HILO_TEXTURE_2D_NV - 2D - - - y - - - -
DEPENDENT_RGB_TEXTURE_3D_NV - 3D - - - y - - - -
DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV - cube map - - - y - - - -
----------------------------------- ---------- --------- ------ ------ ------ -------- ----- --------- -------- ------
DOT_PRODUCT_PASS_THROUGH_NV s,t,r - - - - y - - - -
DOT_PRODUCT_TEXTURE_1D_NV s,t,r 1D - - - y - - - -
----------------------------------- ---------- --------- ------ ------ ------ -------- ----- --------- -------- ------
DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV s,t,r - - - - y - - - -
----------------------------------- ---------- --------- ------ ------ ------ -------- ----- --------- -------- ------

Table 3.D:

texture shader operation i shader stage result type shader stage result texture unit RGBA color result
================================= ============================= =================================== ======================================
OFFSET_TEXTURE_2D_NV matches 2D target type filtered 2D target texel if 2D target texture type is RGBA,
filtered 2D target texel,
else (0,0,0,0)
OFFSET_TEXTURE_2D_SCALE_NV RGBA filtered 2D target texel scaled filtered 2D target texel
OFFSET_TEXTURE_RECTANGLE_NV matches rectangle target type filtered rectangle target texel if rectangle target texture type is
RGBA, filtered rectangle target
texel, else (0,0,0,0)
OFFSET_TEXTURE_RECTANGLE_SCALE_NV RGBA filtered rectangle target texel scaled filtered rectangle target texel
OFFSET_PROJECTIVE_TEXTURE_2D_NV matches 2D target type filtered 2D target texel if 2D target texture type is RGBA,
filtered 2D target texel,
else (0,0,0,0)
OFFSET_PROJECTIVE_- RGBA filtered 2D target texel scaled filtered 2D target texel
TEXTURE_2D_SCALE_NV
OFFSET_PROJECTIVE_- matches rectangle target type filtered rectangle target texel if rectangle target texture type is
TEXTURE_RECTANGLE_NV RGBA, filtered rectangle target
texel, else (0,0,0,0)
OFFSET_PROJECTIVE_- RGBA filtered rectangle target texel scaled filtered rectangle target texel
TEXTURE_RECTANGLE_SCALE_NV
--------------------------------- ----------------------------- ----------------------------------- --------------------------------------
DEPENDENT_HILO_TEXTURE_2D_NV matches 2D target type filtered 2D target texel if 2D target texture type is RGBA,
filtered 2D target texel,
else (0,0,0,0)
DEPENDENT_RGB_TEXTURE_3D_NV matches 3D target type filtered 3D target texel if 3D target texture type is RGBA,
filtered 3D target texel,
else (0,0,0,0)
DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV matches cube map target type filtered cube map target texel if cube map target texture type is
RGBA, filtered cube map target
texel, else (0,0,0,0)
--------------------------------- ----------------------------- ----------------------------------- --------------------------------------
DOT_PRODUCT_PASS_THROUGH_NV RGBA (max(0,min(1,[s,t,r]dot[a,b,c])), (max(0,min(1,[s,t,r]dot[a,b,c])),
max(0,min(1,[s,t,r]dot[a,b,c])), max(0,min(1,[s,t,r]dot[a,b,c])),
max(0,min(1,[s,t,r]dot[a,b,c])), max(0,min(1,[s,t,r]dot[a,b,c])),
max(0,min(1,[s,t,r]dot[a,b,c]))) max(0,min(1,[s,t,r]dot[a,b,c])))
DOT_PRODUCT_TEXTURE_1D_NV matches 1D target type filtered 1D target texel if 1D target texture type is RGBA,
filtered 1D target texel,
else (0,0,0,0)
--------------------------------- ----------------------------- ----------------------------------- --------------------------------------
DOT_PRODUCT_- RGBA invalid (0,0,0,0)
AFFINE_DEPTH_REPLACE_NV
--------------------------------- ----------------------------- ----------------------------------- --------------------------------------

3.8.13.1.14 Dot Product

Add this description of FORCE_BLUE_TO_ONE_NV after the description
of EXPAND_NORMAL_NV:

"When the RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV is
FORCE_BLUE_TO_ONE_NV, then the floating-point result for unsigned
RGBA components is computed by

result = s * Rprev + t * Gprev + r

where Rprev and Gprev are the (unsigned) red and green components
respectively of the previous texture unit's RGBA texture shader
result (the previous blue component can be assumed forced to 1.0
for the purposes of the dot product computation)."

3.8.13.1.21 Dot Product Depth Replace

Amend the paragraph meant to avoid multiple depth replaces to read:

"If any previous texture shader stage operation is
DOT_PRODUCT_DEPTH_REPLACE_NV or DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV
and that previous stage is consistent, then this texture shader
stage is not consistent. (This eliminates the potential for two
stages to each be performing a depth replace operation.)"

Add the following new sections specifying new texture shader
operations:

Add the following new texture shader operation descriptions:

"3.8.13.1.24 Offset Projective Texture 2D

The OFFSET_PROJECTIVE_TEXTURE_2D_NV shader operation operates
identically to the OFFSET_TEXTURE_2D_NV shader operation except
that the perturbed texture coordinates s' and t' are computed with
floating-point math as follows:

s' = s/q + a1 * DSprev + a3 * DTprev
t' = t/q + a2 * DSprev + a4 * DTprev

Note the division of s and t by the current texture shader stage's
q texture coordinate.

3.8.13.1.25 Offset Projective Texture 2D Scale

The OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV shader operation operates
identically to the OFFSET_TEXTURE_2D_SCALE_NV shader operation except
that the perturbed texture coordinates s' and t' are computed with
floating-point math as follows:

s' = s/q + a1 * DSprev + a3 * DTprev
t' = t/q + a2 * DSprev + a4 * DTprev

Note the division of s and t by the current texture shader stage's
q texture coordinate.

3.8.13.1.26 Offset Projective Texture Rectangle

The OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV shader operation
operates identically to the OFFSET_TEXTURE_RECTANGLE_NV shader
operation except that the perturbed texture coordinates s' and t'
are computed with floating-point math as follows:

s' = s/q + a1 * DSprev + a3 * DTprev
t' = t/q + a2 * DSprev + a4 * DTprev

Note the division of s and t by the current texture shader stage's
q texture coordinate.

3.8.13.1.27 Offset Projective Texture Rectangle Scale

The OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV shader operation
operates identically to the OFFSET_TEXTURE_RECTANGLE_SCALE_NV shader
operation except that the perturbed texture coordinates s' and t'
are computed with floating-point math as follows:

s' = s/q + a1 * DSprev + a3 * DTprev
t' = t/q + a2 * DSprev + a4 * DTprev

Note the division of s and t by the current texture shader stage's
q texture coordinate.

3.8.13.1.28 Offset HILO Texture 2D

The OFFSET_HILO_TEXTURE_2D_NV texture shader operation uses the
transformed result of a previous texture shader stage to perturb
the current texture shader stage's (s,t) texture coordinates
(without a projective division by q). The resulting perturbed
texture coordinates (s',t') are used to access the texture unit's 2D
texture object (as described in sections 3.8.4, 3.8.5, and 3.8.6).

The result of the texture access becomes both the shader result and
texture unit RGBA result (see table 3.E). The type of the shader
result depends on the format type of the accessed texture.

The perturbed texture coordinates s' and t' are computed with
floating-point math as follows:

s' = s + a1 * HIprev + a3 * LOprev
t' = t + a2 * HIprev + a4 * LOprev

where a1, a2, a3, and a4 are the texture shader stage's
OFFSET_TEXTURE_MATRIX_NV values, and HIprev and LOprev are the
(signed) HI and LO components of a previous texture shader unit's
texture shader result specified by the current texture shader
stage's PREVIOUS_TEXTURE_INPUT_NV value.

If the texture unit's 2D texture object is not consistent, then
this texture shader stage is not consistent.

If the previous texture input texture object specified by the
current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
has a base internalformat that is not HILO with signed components,
then this texture shader stage is not consistent.

If the previous texture input texture shader operation specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

If the previous texture input texture shader result specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is invalid, then this texture shader stage is not consistent.

If the previous texture input shader stage specified by the current
texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
consistent, then this texture shader stage is not consistent.

If this texture shader stage is not consistent, it operates as if
it is the NONE operation.

3.8.13.1.29 Offset HILO Texture Rectangle

The OFFSET_HILO_TEXTURE_RECTANGLE_NV shader operation operates
identically to the OFFSET_HILO_TEXTURE_2D_NV shader operation except
that the rectangle texture target is accessed rather than the 2D
texture target.

If the texture unit's rectangle texture object (rather than the 2D
texture object) is not consistent, then this texture shader stage
is not consistent.

3.8.13.1.30 Offset Projective HILO Texture 2D

The OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV shader operation operates
identically to the OFFSET_HILO_TEXTURE_2D_NV shader operation except
that the perturbed texture coordinates s' and t' are computed with
floating-point math as follows:

s' = s/q + a1 * HIprev + a3 * LOprev
t' = t/q + a2 * HIprev + a4 * LOprev

Note the division of s and t by the current texture shader stage's
q texture coordinate.

3.8.13.1.31 Offset Projective HILO Texture Rectangle

The OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV shader operation
operates identically to the OFFSET_HILO_TEXTURE_RECTANGLE_NV shader
operation except that the perturbed texture coordinates s' and t'
are computed with floating-point math as follows:

s' = s/q + a1 * HIprev + a3 * LOprev
t' = t/q + a2 * HIprev + a4 * LOprev

Note the division of s and t by the current texture shader stage's
q texture coordinate.

3.8.13.1.32 Dependent HILO Texture 2D

The DEPENDENT_HILO_TEXTURE_2D_NV texture shader operation accesses
the texture unit's 2D texture object (as described in section
3.8.4, 3.8.5, and 3.8.6) using (HIprev, LOprev) for the 2D texture
coordinates where HIprev and LOprev are the are the hi and lo
components of a previous texture input's unsigned HILO texture
shader result specified by the current texture shader stage's
PREVIOUS_TEXTURE_INPUT_NV value. The result of the texture access
becomes both the shader result and texture unit RGBA result (see
table 3.E). The type of the shader result depends on the format
type of the accessed texture.

If the texture unit's 2D texture object is not consistent, then
this texture shader stage is not consistent.

If the previous texture input's texture shader result specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
has a texture shader result type other than HILO with unsigned
components, then this texture shader stage is not consistent.

If the previous texture input texture shader operation specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

If the previous texture input texture shader result specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is invalid, then this texture shader stage is not consistent.

If the previous texture input shader stage specified by the current
texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
consistent, then this texture shader stage is not consistent.

If this texture shader stage is not consistent, it operates as if
it is the NONE operation.

3.8.13.1.33 Dependent Texture 3D

The DEPENDENT_RGB_TEXTURE_3D_NV texture shader operation accesses
the texture unit's 3D texture object (as described in section
3.8.4, 3.8.5, and 3.8.6) using (Rprev, Gprev, Bprev) for the 3D
texture coordinates where Rprev, Gprev, and Bprev are the are the
red, green, and blue components of a previous texture input's RGBA
texture shader result specified by the current texture shader stage's
PREVIOUS_TEXTURE_INPUT_NV value. The result of the texture access
becomes both the shader result and texture unit RGBA result (see
table 3.E). The type of the shader result depends on the format
type of the accessed texture.

If the texture unit's 3D texture object is not consistent, then
this texture shader stage is not consistent.

If the previous texture input's texture shader result specified
by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
value has a texture shader result type other than RGBA (the
DSDT_MAG_INTENSITY_NV base internal format does not count as an
RGBA format type in this context), then this texture shader stage
is not consistent.

If the previous texture input's texture shader result specified
by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
value has a texture shader result type of RGBA but any of the
RGBA components are signed, then this texture shader stage is not
consistent.

If the previous texture input texture shader operation specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

If the previous texture input texture shader result specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is invalid, then this texture shader stage is not consistent.

If the previous texture input shader stage specified by the current
texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
consistent, then this texture shader stage is not consistent.

If this texture shader stage is not consistent, it operates as if
it is the NONE operation.

3.8.13.1.34 Dependent Texture Cube Map

The DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV texture shader operation
accesses the texture unit's cube map texture object (as described
in section 3.8.4, 3.8.5, and 3.8.6) using (s',t',r').

When the RGB components of the previous texture input's RGBA texture
shader result are all unsigned, s', t', and r' are computed as:

s' = 2*(Rprev - 0.5)
t' = 2*(Gprev - 0.5)
r' = 2*(Bprev - 0.5)

When the RGB components of the previous texture input's RGBA texture
shader result are all signed, s', t', and r' are computed as:

s' = Rprev
t' = Gprev
r' = Bprev

where Rprev, Gprev, and Bprev are the are the red, green,
and blue components of a previous texture input's RGBA texture
shader result specified by the current texture shader stage's
PREVIOUS_TEXTURE_INPUT_NV value. The result of the texture access
becomes both the shader result and texture unit RGBA result (see
table 3.E). The type of the shader result depends on the format
type of the accessed texture.

If the texture unit's cube map texture object is not consistent,
then this texture shader stage is not consistent.

If the previous texture input's texture shader result specified
by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
value has a texture shader result type other than RGBA (the
DSDT_MAG_INTENSITY_NV base internal format does not count as an
RGBA format type in this context), then this texture shader stage
is not consistent.

If the previous texture input's texture shader result specified
by the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV
value has a texture shader result type of RGBA but any of the RGB
components are unsigned, then this texture shader stage is not
consistent.

If the previous texture input texture shader operation specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

If the previous texture input texture shader result specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is invalid, then this texture shader stage is not consistent.

If the previous texture input shader stage specified by the current
texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
consistent, then this texture shader stage is not consistent.

If this texture shader stage is not consistent, it operates as if
it is the NONE operation.

3.8.13.1.35 Dot Product Pass Through

The DOT_PRODUCT_PASS_THROUGH_NV texture shader operation converts a
dot product result dotC into an RGBA color result (x,x,x,x) where
x is dotC clamped to [0,1]. The texture shader result and texture
unit RGBA result of this operation are both
assigned the clamped RGBA color result.

dotC is the floating-point dot product result from the current
texture shader stage. dotC is computed in the identical manner
used to compute the floating-point result of the DOT_PRODUCT_NV
texture shader described in section 3.8.13.1.14.

This operation in no way depends on any of the texture unit's
texture objects.

3.8.13.1.36 Dot Product Texture 1D

The DOT_PRODUCT_TEXTURE_1D_NV texture shader operation accesses the
texture unit's 1D texture object (as described in sections 3.8.4,
3.8.5, and 3.8.6) using dotC for the 1D texture coordinate.
The result of the texture access becomes both the shader result and
texture unit RGBA result (see table 3.E). The type of the shader
result depends on the format type of the accessed texture.

dotC is the floating-point dot product result from the current
texture shader stage. dotC is computed in the identical manner
used to compute the floating-point result of the DOT_PRODUCT_NV
texture shader described in section 3.8.13.1.14.

If the previous texture input texture object specified by the
current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
base internal format does not count as an RGBA format type in this
context), then this texture shader stage is not consistent.

If the previous texture input texture shader operation specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

If the previous texture input texture shader result specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is invalid, then this texture shader stage is not consistent.

If the previous texture input shader stage specified by the current
texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
consistent, then this texture shader stage is not consistent.

If the texture unit's 1D texture object is not consistent, then
this texture shader stage is not consistent.

If this texture shader stage is not consistent, it operates as if
it is the NONE operation.

3.8.13.1.37 Dot Product Affine Depth Replace

The DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV texture shader operation
replaces the incoming fragments depth (in window coordinates, after
polygon offset and before conversion to fixed-point, i.e. in the
[0,1] range) with a new depth value. The new depth is computed
as follows:

depth = dotC

dotC is the floating-point dot product result from the current
texture shader stage. dotC is computed in the identical manner
used to compute the floating-point result of the DOT_PRODUCT_NV
texture shader described in section 3.8.13.1.14. Note that there
is no divide to project the depth value as is the case with the
projective DOT_PRODUCT_DEPTH_REPLACE_NV operation.

If the new depth value is outside of the range of the near and far
depth range values, the fragment is rejected.

The texture unit RGBA result generated is always (0,0,0,0).
The texture shader result is invalid.

If the previous texture input texture object specified by the
current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value has
a format type other than RGBA or HILO (the DSDT_MAG_INTENSITY_NV
base internal format does not count as an RGBA format type in this
context), then this texture shader stage is not consistent.

If the previous texture input texture shader operation specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is DOT_PRODUCT_NV, then this texture shader stage is not consistent.

If the previous texture input texture shader result specified by
the current texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value
is invalid, then this texture shader stage is not consistent.

If the previous texture input shader stage specified by the current
texture shader stage's PREVIOUS_TEXTURE_INPUT_NV value is not
consistent, then this texture shader stage is not consistent.

If any previous texture shader stage operation is
DOT_PRODUCT_DEPTH_REPLACE_NV or DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV
and that previous stage is consistent, then this texture shader
stage is not consistent. (This eliminates the potential for two
stages to each be performing a depth replace operation.)

If this texture shader stage is not consistent, it operates as if
it is the NONE operation.

This operation in no way depends on any of the texture unit's
texture objects."

3.8.13.2 Texture Shader Restrictions

Amend the first two paragraphs in this section to include the new
texture shader operations:

"There are various restrictions on possible texture shader
configurations. These restrictions are described in this section.

The error INVALID_OPERATION occurs if the SHADER_OPERATION_NV
parameter for texture unit 0 is assigned one of
OFFSET_TEXTURE_2D_NV, OFFSET_TEXTURE_2D_SCALE_NV,
OFFSET_TEXTURE_RECTANGLE_NV, OFFSET_TEXTURE_RECTANGLE_SCALE_NV,
DEPENDENT_AR_TEXTURE_2D_NV, DEPENDENT_GB_TEXTURE_2D_NV,
DOT_PRODUCT_NV, DOT_PRODUCT_DEPTH_REPLACE_NV,
DOT_PRODUCT_TEXTURE_2D_NV, DOT_PRODUCT_TEXTURE_RECTANGLE_NV,
DOT_PRODUCT_TEXTURE_3D_NV, DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV,
DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV,
OFFSET_PROJECTIVE_TEXTURE_2D, OFFSET_PROJECTIVE_TEXTURE_2D_SCALE,
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE,
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE, OFFSET_HILO_TEXTURE_2D,
OFFSET_HILO_TEXTURE_RECTANGLE, OFFSET_HILO_PROJECTIVE_TEXTURE_2D,
OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE, DEPENDENT_HILO_TEXTURE_2D,
DEPENDENT_RGB_TEXTURE_3D, DEPENDENT_RGB_TEXTURE_CUBE_MAP,
DOT_PRODUCT_PASS_THROUGH, DOT_PRODUCT_TEXTURE_1D, or
DOT_PRODUCT_AFFINE_DEPTH_REPLACE. Each of these texture shaders
requires a previous texture shader result that is not possible for
texture unit 0. Therefore these shaders are disallowed for texture
unit 0."

3.8.13.3 Required State

Amend the first paragraph in this section to account for the 9 new
texture shader operations and the new "dot product third component"
state:

"The state required for texture shaders consists of a single bit to
indicate whether or not texture shaders are enabled, a vector of
three floating-point values for the constant eye vector, and n sets
of per-texture unit state where n is the implementation-dependent
number of supported texture units. The set of per-texture unit
texture shader state consists of the thirty-seven-valued integer
indicating the texture shader operation, four two-valued integers
indicating the cull modes, an integer indicating the previous texture
unit input, a two-valued integer indicating the RGBA unsigned dot
product mapping mode, a 2x2 floating-point matrix indicating the
texture offset transform, a floating-point value indicating the
texture offset scale, a floating-point value indicating the texture
offset bias, and a bit to indicate whether or not the texture shader
stage is consistent."

Additions to Chapter 4 of the 1.2 Specification (Per-Fragment Operations and the Frame Buffer)


     None

Additions to Chapter 5 of the 1.2 Specification (Special Functions)


     None

Additions to Chapter 6 of the 1.2 Specification (State and State Requests)


     None

Additions to the GLX Specification


     None

Dependencies on other specifications


     Same as the NV_texture_shader extension.

Errors


     INVALID_OPERATION is generated when TexImage1D, TexImage2D,
or TexImage3D are called and the format is HILO_NV and the
internalformat is not one of HILO_NV, HILO8_NV, HILO16_NV,
SIGNED_HILO_NV, SIGNED_HILO8_NV, SIGNED_HILO16_NV; or if
the internalformat is one of HILO_NV, HILO8_NV, HILO16_NV,
SIGNED_HILO_NV, SIGNED_HILO8_NV or SIGNED_HILO16_NV and the format
is not HILO_NV.

INVALID_OPERATION is generated when CopyTexImage2D, CopyTexImage1D,
CopyTexSubImage3D, CopyTexSubImage2D, or CopyTexSubImage1D is called
and the internal format of the texture array to which the pixels are
to be copied is one of HILO_NV, HILO8_NV, HILO16_NV, SIGNED_HILO_NV,
SIGNED_HILO8_NV, SIGNED_HILO16_NV, DSDT_NV, DSDT8_NV, DSDT_MAG_NV,
DSDT8_MAG8_NV, DSDT_MAG_INTENSITY_NV, or DSDT8_MAG8_INTENSITY8_NV.

INVALID_OPERATION is generated when TexEnv is called and the
SHADER_OPERATION_NV parameter for texture unit 0 is assigned
one of OFFSET_TEXTURE_2D_NV, OFFSET_TEXTURE_2D_SCALE_NV,
OFFSET_TEXTURE_RECTANGLE_NV, OFFSET_TEXTURE_RECTANGLE_SCALE_NV,
DEPENDENT_AR_TEXTURE_2D_NV, DEPENDENT_GB_TEXTURE_2D_NV,
DOT_PRODUCT_NV, DOT_PRODUCT_DEPTH_REPLACE_NV,
DOT_PRODUCT_TEXTURE_2D_NV, DOT_PRODUCT_TEXTURE_RECTANGLE_NV,
DOT_PRODUCT_TEXTURE_3D_NV, DOT_PRODUCT_TEXTURE_CUBE_MAP_NV,
DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, DOT_PRODUCT_REFLECT_CUBE_MAP_NV.
DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV,
OFFSET_PROJECTIVE_TEXTURE_2D_NV,
OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV,
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV,
OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV,
OFFSET_HILO_TEXTURE_2D_NV, OFFSET_HILO_TEXTURE_RECTANGLE_NV,
OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV,
OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV,
DEPENDENT_HILO_TEXTURE_2D_NV, DEPENDENT_RGB_TEXTURE_3D_NV,
DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV, DOT_PRODUCT_PASS_THROUGH_NV,
DOT_PRODUCT_TEXTURE_1D_NV, or DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV."

New State


UPDATE lines in Table 6.TextureShaders.

Get Value Type Get Command Initial Value Description Sec Attribute
----------------------- ------ ----------- -------------------- ------------------- ------ ---------
SHADER_OPERATION_NV TxZ37 GetTexEnviv NONE Texture shader 3.8.13 texture
operation
RGBA_UNSIGNED_- TxZ3 GetTexEnviv UNSIGNED_IDENTITY_NV Texture shader RGBA 3.8.13 texture
DOT_PRODUCT_MAPPING_NV dot product mapping

* SHADER_OPERATION_NV: Z21 in NV_texture_shader (and Z23 in
NV_texture_shader2) is now Z37 with NV_texture_shader3.

* RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV: Z2 in NV_texture_shader is now
Z3 with NV_texture_shader3.

[ The "Tx" type prefix means that the state is per-texture unit. ]

[ The "Zn" type is an n-valued integer where n is the
implementation-dependent number of texture units supported.]

New Implementation State


     None

Revision History


     November 15, 2001 - document that depth replace is after polygon
offset.

June 5, 2002 - Driver implementations before this date incorrectly
swap the HI and LO components of GL_HILO8_NV and GL_SIGNED_HILO8_NV
textures. Drivers after this date have fixed the problem and match
the specified behavior.

Implementation Support


   List of OpenGL implementations supporting the GL_NV_texture_shader3 extension

Original File


   Original text file for the GL_NV_texture_shader3 extension


Page generated on Sun Nov 20 18:39:47 2005