| ... But in any case, we
| are still left doing the area calculation per triangle ourselves.
Don't you do the area calculation anyway, to support backface culling?
Or does Glide handle that for you?
By the way, the precise amount of offset is usually not too critical,
so this is probably one of those areas in which the OpenGL spec could
be finessed. If you can find a cheap approximation to the depth
slope, you could use it for polygon offset (provided that it doesn't
yield incorrect results for the common cases of line-on-polygon and
decal-polygon-on-polygon).
Allen
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