For TEX instructions use lambda=0. When sampling from texture unit K we
authorBrian Paul <brian.paul@tungstengraphics.com>
Tue, 31 Oct 2006 01:22:38 +0000 (01:22 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Tue, 31 Oct 2006 01:22:38 +0000 (01:22 +0000)
commit256c96136c38f47824b5aaf584bc949788f913e7
tree928879cd31710dbc10486b2cc530058f6296802a
parentb14bae846678b0d340af5b26c36e762817929d5d
For TEX instructions use lambda=0.  When sampling from texture unit K we
were using the partial derivatives of texcoord[K] but the coordinate used
for texture sampling may be something totally different (and texcoord[K]
might not be a real texture coord at all).  Net result was a bogus LOD is
sometimes used, often resulting in using the smallest mipmap level (a
constant color).
Just use zero for now (undef LAMBDA_ZERO to override).
Plus, some additional debug code.
src/mesa/swrast/s_nvfragprog.c