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


raoxianhong <raoxianh...@163.net> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|REOPENED                    |RESOLVED
         Resolution|                            |FIXED




--- Comment #14 from raoxianhong <raoxianh...@163.net>  2009-03-17 21:34:50 PST 
---
(In reply to comment #13)
> (In reply to comment #12)
> > > Yes, I do the same operation under ATI's windows driver, and no problem 
> > > with
> > > disabling texgen R or Q, (and when enable all of texgen STRQ, they looks 
> > > like
> > > not set R200_TEXGEN_FORCE_W_TO_ONE), so I guess they maybe have another 
> > > way to
> > > set q to 1.0 when disable texgen Q. To play with 
> > > R200_TEXGEN_FORCE_W_TO_ONE is
> > > not a right way but a useful way sometimes.
> > > And sometimes when we disable some of the texgen coords, the r200 produce
> > > unexperted results, this maybe we have no right way to generate q 
> > > coord(for
> > > examples, q is zero), but ATI can do it!
> > 
> > An acceptable way maybe when user disable texgen Q, driver can enable it on
> > R200, and set q1 = q2 = q3 = 0.0f, and q4 = 1.0f, and set the
> > R200_TEXGEN_FORCE_W_TO_ONE, thus we can get q to 1.0f. it is 
> > OpenGL-compliant!
> Maybe I'm missing something, but I fail to see how that can work. If you set
> R200_TEXGEN_FORCE_W_TO_ONE how can the result be correct if the incoming 
> vertex
> w is != 1.0? I think that basically would just eliminate the w divide which
> can't possibly be correct.

Oh, It looks like we can't find a way to disable textgen Q on r200 and set q to
1.0f, using R200_TEXGEN_FORCE_W_TO_ONE can only provide a way to control
texture coordinate for special task, but not an OpenGL-compliant way.


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