Hello guys, My name is Chen, and I’m working on linux-opengl compatibility tests for embedded design. I am using MESA as reference code.
As far as i understand opengl require to sample at pixel centers (e.g. (0.5,0.5) (1.5, 0,5) and so on...) and check if that exact point lies inside a triangle. Mesa swrast has had TRIANGLE_WALK_DOUBLE in config.h which allowed working with double precision numbers instead of fixed point and snapping coordinates . when i turn it on and off i get different results of the final picture. my questions are 1. Do both modes (e.g. double and fixed) test if a sampled pixel center is inside the triangle, from the calculation i'm not sure. 2. what is Mesa swrast tie breaker rule when a sampled point lies on a shared edge that is shared by two triangles? 3. my guess is that fixed point snaps somewhere around the pixel center and not the exact center. I know that Mesa doesnt exactly samples, it does some complicated setup and than scanline using that setup but if someone can describe in words how this correspands to sampling i would be most grateful. -- View this message in context: http://www.nabble.com/tritemp.h-pixel-insideness-testing-tp22563214p22563214.html Sent from the mesa3d-dev mailing list archive at Nabble.com. ------------------------------------------------------------------------------ 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
