Changes to make some kinds of layer comp flag failures more obvious #25
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The background alpha is on the green layers and the example quad are 0 now. Those quad layers don't include the "use texture alpha" flag, so they should draw in exactly the same way. If the implementation is actually using the alpha from the texture, they will be invisible, which will be obviously wrong in the output.
Added the "not premult" flag to those quads too. SteamVR doesn't currently pay any attention to the "use alpha" flag, but it does monitor the premult flag. A fully conformant runtime should ignore the premult flag if the other one isn't set too, so this should not affect those.