Thank you Brian, these infos where of great help.
Best Regards,
Pierre
Brian Paul a écrit :
Pierre Boulenguez wrote:
Dear Mesa team,
First thank you for your work on Mesa and it's open sourcing.
I am looking for the GL_PERSPECTIVE_CORRECTION_HINT implementation
details.
If I am correct, as of openGL 2.1, this hint is of no more use as all
interpolations (color, texture coordinates, glsl varying vertex
attributes) are in a perspectivly correct form.
That's actually not the case yet in Mesa. Only texcoords and varying
vars are perspective corrected at this time. Thanks for reminding me
about that.
I grep'ed "GL_PERSPECTIVE_CORRECTION_HINT" on the 6.3.2 and 6.5.2
source trees, and followed the thread but was unable to conclude.
So am I asking if would point to me the relevant file/functions to
search for this interpolant.
The only place where GL_PERSPECTIVE_CORRECTION_HINT is used is in a
few semi-optimized triangle rasterizer functions. If you set
GL_PERSPECTIVE_CORRECTION_HINT to GL_FASTEST and set some other state
appropriately texcoords will be interpolated w/ integers w/out
perspective correctsion. See src/mesa/swrast/s_triangle.c
Otherwise, texcoords are always perspective corrected.
-Brian
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