Hi all,

        FYI, I'm the originator of this mail thread.  I've decided to implement
true Phong into Mesa using the flag GL_PHONG for glShadeModel().  I'm going to
use some reasonable speedups, but nothing too extreme (for the sake of dev.
time and image quality).  In general, I'll probably use fixed point math and
double-step calculations, but I think I'll not do the H test.  This is because,
as i understand it, Phong suffers less from Mach banding because its
interpolation is less strict (ie we're interpolating at a lower level).  This
means that I'll avoid the H test since I want high-quality rendering
throughout.
        This addition to Mesa should be relatively trivial, so I expect to have
something up and going soon.

        Jonathan Dinerstein
        [EMAIL PROTECTED]






























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