> If I understood correctly, you are using OpenGL as a "2D painting
> engine" feeding it polygons which you have already translated to
> screen coordinates.

That is correct.

> In this case you have to use the more complex TexCoord4 interface.
> (Or possibly use Vertex4 interface for w information)

I realized this shortly after my previous email.  Is it possible to get away
without using the TexCoord4 interface and use the Vertex4 interface?

> The easy way of handling texture coordinates is to use
> OpenGL transformation engine for all the vertex data...

Definitly.  We made a mistake by doing it the way we are, for more than one
reason.  This one comes to mind, but we won't be able to take advantage of
the new T&L cards that do the transforming on the card.

> BTW. As was demonstrated by the test program the
> Mesa CVS version had a related bug pretty recently.
> Keith did fix it for the CVS version, but it is possible
> that the version which is inside the Matrox/Nvidia
> drivers still contain the problem. So I also
> suggest testing with the latest Mesa(/3dfx) driver.

I will test with the 3dfx driver tomorrow.  I tested with it when I first
had OpenGL working (before my TNT and g400) and the 3dfx driver worked then.

Thanks,
Jeff



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