Keith Whitwell wrote: >>> Michal, >>> >>> why do you need this for linear interpolator and not perspective? I >>> think d3d mobile let you disable perspective correct texturing, but it >>> is always enabled for normal d3d. >>> >> I could not think of a use case that uses perspective and cylindrical >> interpolation at the same time. If you think it's valid, we can >> implement cylindrical wrapping for perspective interpolator, but then I >> am not sure how exactly it should be done, i.e. should we divide and >> then wrap or the opposite? > > Is there some way we can figure out what DX9 does here? Maybe a quick > test?
I suspect cylindrical wrapping would be done after the divide. -Brian ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev