Rune Petersen wrote: > Rune Petersen wrote: >> Roland Scheidegger wrote: >>> Rune Petersen wrote: >>>> I hit a problem constructing this: >>>> >>>> - In order to do range mapping in the vertex shader (if I so choose) >>>> I will need a constant (0.5), but how to add it? >>> I think this might work similar to what is used for position invariant >>> programs, instead of using _mesa_add_state_reference you could try >>> _mesa_add_named_parameter. Otherwise, you could always "construct" 0.5 >>> in the shader itself, since you always have the constants 0 and 1 >>> available thanks to the powerful swizzling capabilities, though >>> surprsingly it seems somewhat complicated. Either use 2 instructions >>> (ADD 1+1, RCP). Or try EX2/EXP though I'm not sure about performance of >>> these, but I guess the approximated EXP should do (2^-1). >>> >> This math in this patch appear sound. the doom3-demo issue appear >> unrelated to fragment.position. >> >> This version makes use of existing instructions to calculate >> result.position. >> >> split into 2 parts: >> - select_vertex_shader changes >> - The actual fragment.position changes >> >> This patch assumes that: >> >> - That the temp used to calculate result.position is safe to use (true >> for std. use). >> >> - That fragment.position.x & y wont be used (mostly true, except for >> exotic programs.) >> In order to fix this, I'll need to know the window size, but how?
Surely it's right there in radeon->dri.drawable ? Keith ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel