--- Michel Dänzer <[EMAIL PROTECTED]> wrote:
> On Mon, 2004-05-24 at 01:04, Mike Mestnik wrote:
> > --- Michel Dnzer <[EMAIL PROTECTED]> wrote:
> > > The 3D driver already handles several cliprects for when a window is
> > > partially obscured, SHAPE windows, ... That would just need to be
> > > extended to multiplex the cliprects on boundaries of multiples of
> 2048.
> > > 
> > I don't think we should even need togo as far as making these
> cliprects
> > 'extended to multiplex' or in any other way make them special.  It
> would
> > merley be a scratch pad for us to keep track of where the vewport
> starts
> > and ends.  Is it sane for us to y2k the cliprects?  What about
> > datanormilisation and inconsistancys.  I.E. what do we do with a
> cliprect
> > that crosses the line?
> 
> Multiplex it, i.e. split it into two, one for each 2048 area.
> 
I mean what about in places where this should have allready been done,
deep inside the driver.  Do we just exept incorrect rendoring?

> > It may be slightly more overhead but I don't see why we shoulden't
> just
> > calculate where the line is when we need to?
> 
> Doesn't work:
> 
>       * In particular if the window is larger than 2048.
Right, a simple 'if x1 - x2 > 2048' should do the tric?

>       * The 3D engine imposes alignment requirements on the target
>         buffer (1024 bytes or even a multiple thereof IIRC), you can't
>         move it on a pixel basis.
> 
That's great,  '{ xi[1] = x1 + 2048 - (round down to nerest alignment
requirement); }'  The new cliprect becomes xi[1] to x2, and the old gets
trimed too x1 to xi[1].  Adding xi[]'s as needed, for grater then 4096.

The question is do we put these xi's in temporary space or not.  If not do
we just express them as fullfleged cliprects?  It seams to be the easy
way, but memory hungry.

I don't see the relation from these cliprects to the viewport, exept that
there objects on the same 2d grid.  I think that currently we have
cliprects crossing the line, all of them is just not getting rendered too
cause of where the viewport is.

So what I realy need to know is how do I move the viewport?  I don't see
how splitting up the cliprects will do that for me.


        
                
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