One of the nice things about this mechanism is how easy it is to support a wide variety of vertex formats -- the intention is that anything you can tell the hardware to use, this code should be able to emit.
It's also very code-efficient, the code to setup vertex formats is small enough now that it no longer justifies a seperate file and has been merged into i830_tris.c
Projective texturing, 1d, 2d, 3d texture coordinates, large numbers of texture units, etc. are all easily handled by the code -- have a look if you're interested in this stuff.
Right now, the vertex specifications built up this way are iterated over for each emitted vertex. The intention is for some motivated person to come up with a codegen scheme for the emit code at least. Until that time, expect a slight performance hit using this new code. However, doing the optimization once will benefit all drivers immediately...
Keith
------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel