Hi, I have some questions about r200 depth tiling. Generally I'm also interested in r100 tiling too, but currently i work on r200.
First of all in functions r200_mba_z16|32 from r200_span.c frontPitch offset is used. Is it intentional or just because depthOffset is also the same? Maybe it should be depthOffset? Depth tiles on r200 are 32x16 or 64x16, depending on FB depth, right? I don't quite follow third line before last? Can someone enlighten me? TIA. Generally if one could explain tiling a bit for me I would be grateful. What I'm trying to do is to is to modify depthOffset to be as close to top-left corner of viewport as possible and modify. I this possible with shared depth buffer. This means that each 3D window would have different depthOffset but pointing to the same shared buffer. Best, -- Jacek Rosik <[EMAIL PROTECTED]> ------------------------------------------------------- This SF.Net email is sponsored by: IntelliVIEW -- Interactive Reporting Tool for open source databases. Create drag-&-drop reports. Save time by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc. Download a FREE copy at http://www.intelliview.com/go/osdn_nl -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel