Miklós Fazekas wrote:
> 
> Hello!
> 
> > Certainly too costly to do per triangle.  The options open to us for the
> > FX driver both require us to calculate the area of each triangle, and
> > either use this value to nudge the Z coordinates, or trust glide and
> > call grDepthBias (or what ever it is called) for each triangle.  Either
> > way it means we are duplicating some of what must happen inside
> > grDrawTriangle.
> 
> Do anybody know the exact specification of grDepthBiasLevel ? Will it simply
> add the parameter value/65535.0 to the generated pixel's z-fragment? The
> glide manual isn't clear for me about this.
> 
> I think we should use grDepthBiasLevel, otherwise we have to clamp z-values
> also, and it might affect the fog issues also.
> 
> We could make a fast path if OffsetFactor is null, by grDepthBiasLevel.
> And should write per-triangle (or per-polygon if isn't null.)
> 
> Sure, it's not optimal, and might not 100% compliant. But faster than the
> current which is renders with software, and also more compliant.

I've half finished code to do this, and I should be able to finish it
within a couple of days, providing I don't find/create too many more
bugs in the meantime.  Basically it just means a whole lot more
fxTriangle functions, and a bit-map approach to choosing the correct
one.  

Keith


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