Ah yes, good point...

Keith
________________________________________
From: Roland Scheidegger [srol...@vmware.com]
Sent: Monday, December 21, 2009 11:05 AM
To: Keith Whitwell
Cc: Alex Deucher; tom fogal; Mesa3D-Development
Subject: Re: [Mesa3d-dev] Yet more r300g fear and loathing...

The draw module approach can only work if the texcoords are used
directly for texture lookups, not for calculated coords (it should be
possible to detect these cases though).

Roland

On 21.12.2009 19:32, Keith Whitwell wrote:
> Faking those wrap modes is something that could be done either in the
> draw module (by decomposing triangles and adjusting the texcoords) or
> in the pixel shader (by adding logic to adjust the texcoord on a
> per-pixel basis).  Probably the draw-module approach is the easiest
> to implement and is appropriate for an infrequently used path - you
> still get hardware rasterization speeds, just a more expensive vertex
> path.
>
> Keith ________________________________________ From: Alex Deucher
> [alexdeuc...@gmail.com] Sent: Monday, December 21, 2009 10:18 AM To:
> tom fogal Cc: Mesa3D-Development Subject: Re: [Mesa3d-dev] Yet more
> r300g fear and loathing...
>
>> I work on real-time visualization apps; the one in particular I'm
>> thinking of does texture sampling of potentially-NPOT textures via
>> GLSL.  If sampling a NPOT texture is not going to run in hardware,
>> the app is useless.  Further, our app keeps track of the amount of
>> GL memory allocated for textures, FBOs and the like.  If a texture
>> is going to be silently extended, that messes with our management
>> routines [1].
>>
>
> The hardware supports rectangular texture sampling.  What's missing
> is support for certain wrap modes and mipmaps with npot textures.
> Neither of which are used that often.
>
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