WebGL textures are not rendered when using LUMINANCE format on texImage2D call

Fixed Issue #110212

Details

Created
Apr 27, 2014
Privacy
This issue is public.
Found in build #
0.0011
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Reported by 0 people

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Steps to reproduce

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Repro Steps:

Here is a demo using the LUMIANCE format in the texImage2D call [line 86]; http://jsfiddle.net/MWRKp/ The first PNG uses the grayscale color depth, the second is RGB. Both should be displayed on the canvas but they are just black.

Here is the same demo but the RGB format is used instead [line 86]; http://jsfiddle.net/KeMY2/ Both images are rendered as expected on the canvas. However, using RGB creates unnecessary overhead.

Expected Results:

When an grayscale image is provided and the LUMIANCE format is passed the texture should be as normal (as it appears using RGB).
When an color RGB image is provided and the LUMIANCE format is passed the texture should be rendered in grayscale.

Actual Results:

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    Comments and activity

    • Microsoft Edge Team

      Changed Status to “Confirmed”

      Changed Assigned To to “IPBS P.”

      Changed Status from “Confirmed” to “Fixed”

      Changed Assigned To from “IPBS P.” to “Rico M.”

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