The first-draft code for polygon offset is in.  It doesn't attempt to
apply any driver-supplied scaling factors to units or factor, and uses
the Z slope calculated from screen space coordinates.  Suprisingly the
results are not far from what we get in the X driver when looking at the
books/polyoff.c demo, and I am inclined to leave the calculation as it
stands.

It issues a call to grDepthBiasLevel per triangle - this will probably
change.

A bunch of other files have changed due to a minor change to the
debugging code.

Dave K. - I've set r_ignoreOffset to zero, but I'm not sure where
offsets are used so it's hard to tell if the visual effect is correct. 
Is there an obvious case of the Z fighting that correctly-functioning
offsets would overcome?

Keith


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