> The Savage hardware can handle W buffers too. In fact I experimented > with that and the quality looks good. But it doesn't work under all > circumstances. If the viewing transformation is changed in the middle of > rendering a frame, the meaning of W changes and depth ordering is messed > up. > > As to loss of accuracy with near objects, I havn't seen any such > problems yet with the applications I tested. OTOH, the improved quality > of far objects is very noticeable for instance in FlightGear and TORCS. > As Vladimir pointed out, it might be a problem for CAD applications > though. Making float depth a configuration option would be a good idea. > And I will have to support both in the driver anyway, since > Savage3D-based hardware doesn't support floating point depth buffers.
Are this changes already on savage snapshots? Thanks in advance, Albert. ------------------------------------------------------- The SF.Net email is sponsored by: Beat the post-holiday blues Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. It's fun and FREE -- well, almost....http://www.thinkgeek.com/sfshirt -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel