http://bugs.freedesktop.org/show_bug.cgi?id=20626





--- Comment #8 from raoxianhong <raoxianh...@163.net>  2009-03-16 23:00:52 PST 
---
(In reply to comment #7)
> (In reply to comment #6)
> > The problem is solved by update mesa version. But I must DISABLE
> > GL_TEXTURE_GEN_R and GL_TEXTURE_GEN_Q to do it. If GL_TEXTURE_GEN_R or
> > GL_TEXTURE_GEN_Q is enabled, R200 looks line to object coord to normalized
> > (x/w, y/w, z/w, 1.0), it is same when I use with ATI's driver under windows 
> > XP,
> > so it must be a limitation of R200. (and I get the same result on RADEON 
> > X300,
> > X1300)
> I'm not sure I follow you there. If you get the same results on X300 and X1300
> then possibly the results might be correct. Clearly if you disable
> GL_TEXTURE_GEN_R and GL_TEXTURE_GEN_Q results are expected to be different.
> In the example you gave, what coords do you get?
> The coords after texgen for your four vertices should be
> (1.0, 0.0, 2.0, 2.0)
> (1.0, 2.0, 2.0, 2.0)
> (0.5, 2.0, 2.0, 2.0)
> (0.25, 0.0, 1.0, 1.0)
> hence after the q divide (and ignoring the unused r coord)
> (0.5, 0.0)
> (0.5, 1.0)
> (0.25, 1.0)
> (0.25, 0.0)
> Is that different to what you get?
> Note that if you disable some of the texgen coords, the r200 _will_ produce
> bogus results in some cases, and I think it's generally a good idea to stay
> away from doing this

Oh, I forget the texture coordinates is homogeneous coordinates too, so the
texture corrdinates is used with TEXTURE_2D is (s/q, t/q) actually.
with object coordinate (x, y, z, w), the s, q texture coord is:
s = s1 * x + s2 * y + s3 * z + s4 * w
q = q1 * x + q2 * y + q3 * z + q4 * w
if we normalized object coordinate to (x/w, y/w, z/w, 1.0)
s' = s1 * x / w + s2 * y / w + s3 * z / w + s4
q' = q1 * x / w + q2 * y / w + q3 * z / w + q4

s/q = s'/q'

R200 is correct, and you. The real world is 3D world, we can only use three 
indenpendent parameters talk with it.

But can I set q coordinate to 1.0f when I disable texgen Q?


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