Hi all, I have implemented drivers for the FillTriangle and TexturedTriangle calls. As you know, the FillTriangle triangles are specified by integer x,y vertices and the TextureTriangle triangles are specified by float x,y,z,w,s,t vertices.
Regardless of vertex description type, my question has to do with the rasterization implementation. Does DirectFB specify that the rendered triangle not include rightmost edge pixels and bottom-most span lines? Or, does it specify that all pixels within and on each edge be rendered? The reason I ask is that I am failing an OpenGL test which is expecting that rightmost pixels and bottom-most lines not be rendered. Does anyone have any insight into what triangle rasterization implementation is specified or implied by DirectFB? Thanks, Tom Conexant E-mail Firewall (Conexant.Com) made the following annotations --------------------------------------------------------------------- ********************** Legal Disclaimer **************************** "This email may contain confidential and privileged material for the sole use of the intended recipient. Any unauthorized review, use or distribution by others is strictly prohibited. If you have received the message in error, please advise the sender by reply email and delete the message. Thank you." ********************************************************************** ---------------------------------------------------------------------
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