On Tue, Aug 26, 2008 at 3:45 PM, Jorge L. Williams <[EMAIL PROTECTED]> wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > Keith Whitwell wrote: > | > | NAK -- this is incorrect. You can have all vertices excluded by two > | different userclip planes but still have part of the triangle visible. > | The only time you can discard a triangle at this stage is if a > | single clip plane excludes all of its vertices. > | > | Keith > | > > Darn, I see it now. > > Okay, would you mind telling me if the following assumption is incorrect: > > The ClipAndMask is used to check for the special case where we guarantee > that all triangles will be discarded because of clipping. It simply > allows us to short-circuit out of the pipeline in this case. I can get > away without setting this and (on average) it shouldn't have an impact > on rendering or performance.
Well, it may affect performance if you routinely submit vertex buffers that are fully clipped by one or more user clip planes. Otherwise, you're correct. Keith ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
