On Wed, Jun 04, 2003 at 05:35:55PM +0100, Matt Sealey wrote:
| > The point is that people *almost always* call glViewport when they get a 
| > window resize event.  That gives the driver a chance to ask the system 
| > what the window size is.
| 
| Aiiee.. I already said I don't know what the window size is at all. There
| is no point where Mesa CAN be told what the window size is. It never talks
| to find out either. Back to Square One!

Just following up Ian's comment:  That's what I was trying to explain in
a previous message -- glViewport just defines a transformation, not the
boundaries of the rendering region.  The actual region that can be drawn
depends on all the ways in which clipping can occur (view volume, user
clip, scissor, pixel ownership, etc.) as well as the transformations.

An application can specify glViewport dimensions that are smaller than
the window (this is fairly common) or larger than the window (this is
rare, but not unheard-of -- it usually happens when an application is
trying to preserve a fixed image aspect ratio but allow the user to
resize windows arbitrarily).

| > If the size is different than the last time, it can resize its internal
| > buffers.  It doesn't just use the values supplied by glViewport.
| 
| So what values DOES it use?

In systems that don't have hardware support or a low-level software
synchronization mechanism like DRI provides, it needs to query some
other entity that knows the values.  Usually the window system.

| Someone explain to me why something as supposedly abstract as OpenGL
| needs to be so deeply embedded into the host's windowing system?

That depends on the window system implementation.  Some of them are
designed to support direct renderers, and others aren't.

Allen


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