Brian Paul wrote:
> Matthias Hopf wrote:
>> On Jun 23, 06 19:59:58 +0100, Keith Whitwell wrote:
>>
>>>> The egg on our face is that, AFAIK, Mesa based drivers are the *only*
>>>> drivers that don't support this functionality.  That app developers
>>>> expect it to be there isn't surprising.
>>> I guess I was the one who introduced the behaviour in the first place. 
>>> While it does make the driver pass a few conformance tests, in general 
>>> nobody likes the behaviour...  I think we'd be better off with a 
>>> not-fully-conformant wide point emulation, ideally one abstracted 
>>> slightly above the driver level, so that at least we're making an 
>>> attempt to do the expected thing.
>>
>> Thinking about that, does Mesa support point sprites at all? If it does
>> (with point sizes > 1, otherwise it doesn't make sense), you can emulate
>> antialiased points by loading an antialiased filled circle into a GL_ALPHA
>> texture and using this texture for point sprites.
> 
> Core Mesa supports points sprites of arbitrary size.
> 
> It seems like it shouldn't be hard to write a re-usable driver routine 
> to generate textured quads to render large/smoothed/sprite points in 
> the hardware drivers.
I still can't quite see how you'd do that so it works no matter what 
alpha blend function is used (unless you have hw which supports texkill, 
which r300 for instance doesn't even support natively). And, for drivers 
which support hw tcl, you probably have to fall back to sw tcl or do 
some other hacks.

Roland

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