I'm pushing a branch which revamps the swrast texturing code. Texture filtering and texture combine are done with floats instead of int/fixed-pt. This is to support signed texture formats and eventually/hopefully floating point textures. Plus, it makes the code smaller/simpler.
I'll probably merge this to master sometime next week. -Brian ------------------------------------------------------------------------------ Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
