On 06/20/11 17:31, Thomas Block wrote: > 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?
We've implemented the triangle rasterisation not including the rightmost pixel and bottom most span line, so that you can have a mesh of triangles without overdraw of a single pixel. You can look at the df_texture example in DirectFB-examples. Changing its code to use semi transparent triangles does not lead to any artefacts with the software rasteriser. Same goes for FillTriangles(), check out df_knuckles. -- Best regards, Denis Oliver Kropp .------------------------------------------. | DirectFB - Hardware accelerated graphics | | http://www.directfb.org/ | "------------------------------------------" _______________________________________________ directfb-dev mailing list directfb-dev@directfb.org http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-dev