On Fri, 12 Jul 2002, José Fonseca wrote: > On Fri, Jul 12, 2002 at 03:55:02PM -0400, Leif Delgass wrote: > [...] > > > > Well, I added these offsets: > > > > SUBPIXEL_X 0.0125 > > SUBPIXEL_Y 0.15 > > > > ...and that's enough to make every glean test pass except polygonOffset > > (and texEnv, but that one's due to non-conformant hardware). However, I > > still see gaps in e.g. the Mesa tunnel demo and the lament xscreensaver > > hack (and probably lots of other places). The lines in Allen's stipple > > test now always overlap exactly. Jose, I think your changes reduced the > > offset necessary, but it does need a small offset to pass the tests. > > Actually I think the line tests start working at a smaller offset than > > some of the other tests. > > I found it strange that it requires such values of offset, especially > the 0.15. Could it be that we are doing the rounding wrong somewhere? I arrived at these through trial and error. There's a range of offsets that will work, but I tried to choose ones at the bottom of the range. Maybe there's a more scientific way to do this. > > I checked in some other changes as well, one of which was to put the > > primitive type defines in the drm header and common header. We have the > > vertsize in the SAREA, and between that and the primitive list, I think > > the drm should be able to figure out how to add commands to the vertex > > buffers. As you say, we can use send fewer vertices to the card by > > implementing primitive strips. I just made the defines mirror the GL > > primitive defines, but we could reduce them to just the ones we'll > > implement. > > > > One other thing: I noticed you were supporting line/point size in the new > > primitive functions, so I removed the code from mach64_context.c that was > > overwriting the Mesa defaults with a max size/width of 1. However, for > > large, unaliased points, we need to have points implemented as quads > > instead of triangles (try drawing a 10 pixel point and compare it to > > indirect). > > It's being done as a quad, so there must be a bug somewhere. At the time I > didn't manage to test bigger points - now I know why!
OK, it must be a problem with one of vertices then. Also, I'm noticing artifacts in quake3 with multitexture, looks like bad vertices here and there. I'll see if I can narrow it down at all. It's visible on the title of the menu screen and with lightmap lighting. -- Leif Delgass http://www.retinalburn.net ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Gadgets, caffeine, t-shirts, fun stuff. http://thinkgeek.com/sf _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel