michal wrote:
> 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.

Do you have a patch relative to gallium-cylindrical-wrap?  I'll take a 
look.

-Brian

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