Brian Paul wrote on 2010-02-03 17:58:
> 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.
>
>   
A quick test shows it is legal to have perspective and cylindrical 
interpolation. In fact, I see no difference between projected and 
non-projected version with REF device -- both are perspective correct.

I think I am stuck at this point and need further help. I am trying to 
modify tri_persp_coeff() in softpipe in a similar manner to 
tri_linear_coeff(), but all I get are lousy rendering artifacts. If we 
need do cylindrical wrapping after divide, it must be done as part of 
shader interpolator, but the only place where we have enough information 
to do wrapping is in primitive setup.

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