Ian Romanick wrote:
> Hello all.
> 
> I noticed that NV_texture_rectangle appeared in the R100 driver string after
> then recent R200 merge.  I did some looking around, and found that it is
> explicitly enabled in the R200 driver and has code to support rectangular
> textures.  It seems that it is enabled by default in Mesa.  Is this correct?

It's enabled for the R200 driver and software rendering only.


> I didn't dig deep enough in Mesa to see if it would somehow automatically
> convert a rectangle to a power-of-two, so this might be okay.

It does not do that.  The texture targets GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_NV are distinct.


> In the R100 driver, we could be in one of two situations.
> 
> 1. NV_texture_rectangle is exported, but not really supported.  This is bad.
>    If this is the case, then extras/Mesa/src/extensions.c should be changed
>    to mark NV_texture_rectangle OFF by default.  I'd really hate to see a
>    crash, incorrect rendering, or a SW fallback for a non-required extension.
>
> 2. Mesa automagically does some stuff to make rectangular textures work on
>    hardware that only supports power-of-two textures.  In this case, there
>    could be a lot of wasted space on R100 (which does support rectangular
>    textures).  In this case, Keith: what do I need to do to the R100 driver
>    to make it work?  I don't want to have to just look for differences from
>    the R200 driver, as that is a lot of (error prone) work. :)

NPOT textures are really supported in the R200.  It's a feature we exposed
for the Weather Channel project.

Simulating NPOT textures with conventional targets could be pretty tricky.
Note that NPOT texture coordinates range from [0,Width]x[0,Height], not
[0,1]x[0,1] as normal textures do.  Some clamp/repeat modes aren't supported
either.

-Brian




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