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.
Miklos.
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