When the state associated with a texture object is changed the
texture object is marked as "dirty".  Texture "completeness"
must be reevaluated, new sampling filter chosen, etc.

Previously, the Dirty flag on the texture object was set and
the entire list of texture objects was later scanned for dirty
texture objects.  That wasn't too efficient.  Now there is a
separate linked list of dirty texture objects so we no longer
have to scan the list of all texture objects to find the dirty
ones.  An app which uses many texture objects should process state
changes a bit faster now.

I tested with Q3 and it appears to work fine.  Let me know if
anyone finds a new texture glitch otherwise.

-Brian

PS.  I won't be reading email from midday Friday until next
Wednesday.
 
----------------------------------------------------------------------
Brian Paul        Avid Technology / Softimage      [EMAIL PROTECTED]


_______________________________________________
Mesa-dev maillist  -  [EMAIL PROTECTED]
http://lists.mesa3d.org/mailman/listinfo/mesa-dev

Reply via email to