It appears 10.3.6 has reintroduced issues in using
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT with textures.
Specifically we have some text/font handling code like:
/////
GLint format = GL_LUMINANCE8_ALPHA8;
// Use the S3TC DXT5 compression if available. This doesn't seem
// to reduce font quality, but results in much smaller textures
#if defined(GL_EXT_texture_compression_s3tc)
if (UtilGLExt::sGL_EXT_texture_compression_s3tc) {
#ifdef PANTHER_DXT_WORKAROUND
#else
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
#endif
}
#endif
// upload the image
glTexImage2D(GL_TEXTURE_2D, 0, format, 256, 256, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texture);
AssertNoGLErr_();
\\\\\
Early 10.3 would not function properly with
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT so we made the PANTHER_DXT_WORKAROUND
#ifdef.
A subsequent update allowed us to remove the #define for
PANTHER_DXT_WORKAROUND.
Now there are coloring and texture background issues with 10.3.6. Our
work around is to again #define PANTHER_DXT_WORKAROUND.
Happy we hadn't removed the #ifdef yet.
, Jonathan Hess
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