> > Michal, > > > > why do you need this for linear interpolator and not perspective? I > > think d3d mobile let you disable perspective correct texturing, but it > > is always enabled for normal d3d. > > > I could not think of a use case that uses perspective and cylindrical > interpolation at the same time. If you think it's valid, we can > implement cylindrical wrapping for perspective interpolator, but then I > am not sure how exactly it should be done, i.e. should we divide and > then wrap or the opposite?
Is there some way we can figure out what DX9 does here? Maybe a quick test? Keith ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev