Brian Paul wrote:
>> 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.
> 
> Are you concerned about emitting fragments outside the radius of the
>  large/smooth point?
Yes.

> I think we could use the alpha test to cull them.
Probably.

> There may be some cases that can't be easily handled (like textured 
> points with a particular texenv/blend mode) where the fragment alpha
> at the end can't be used for culling.  But I think the common cases
> for large/smooth point rendering could be handled.
Maybe. The fact that fglrx doesn't manage to do it correctly with
even the simple mesa demo made me think it might not be so easy.

> You're right about the sw tcl fallback.  But I think the loss due to
>  software tcl wouldn't be nearly as bad as the penalty for sw 
> rasterization of large/smooth points.
Certainly. But at the same time we'd be penalizing apps which do the 
right thing (i.e. query the max point size and if they need larger 
points, emit (textured) quads/tris on their own with the right transform 
on their own). Not to mention that the tcl fallbacks introduce their own 
set of problems (though in this case it probably shouldn't be a problem, 
as drawing the same primitive twice will always cause a fallback and 
thus the same fragments).

Roland

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