Luca Barbieri wrote: > Softpipe currently does not saturate colors after add/subtract > blending. This violates the OpenGL specification leading to incorrect > rendering in some cases. > This patch fixes this in the obvious way.
Looks good. I'll commit it. > Note that saturation should also happen after the fragment shader, but > I haven't checked whether softpipe does that correctly. We currently rely on the final float->ubyte conversion step to do the clamping. -Brian ------------------------------------------------------------------------------ Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev