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


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