On Tue, 2004-04-06 at 00:33 +0200, Felix Khling wrote:
I can't test it right now, but IIRC the radeon drivers even limit the
size of antialiased points to 1. This seems to be compliant with the
specs, but wouldn't it be nicer to draw antialiased points as software
fallbacks and not limit
On Tue, 06 Apr 2004 12:24:09 +0200
Paul Heldens [EMAIL PROTECTED] wrote:
On Tue, 2004-04-06 at 00:33 +0200, Felix Kühling wrote:
I can't test it right now, but IIRC the radeon drivers even limit the
size of antialiased points to 1. This seems to be compliant with the
specs, but wouldn't
Felix Kühling wrote:
On Mon, 05 Apr 2004 14:50:45 -0700
Ian Romanick [EMAIL PROTECTED] wrote:
Paul Heldens wrote:
I found on the list that this has always been broken in dri because of a
hardware issue.(?)
Example of affected apps; gtkradiant, blender,maya(hearsay)
Questions:
Is there any
Paul Heldens wrote:
And yes I understand the fault is not dri's and not the application
developer, but the hardware. (correct this if I'm wrong)
As I said before, THE FAULT IS 100% WITH THE APPLICATION DEVELOPER.
OpenGL provides a mechanism to determine the maximum supported point
size. The
I found on the list that this has always been broken in dri because of a
hardware issue.(?)
Example of affected apps; gtkradiant, blender,maya(hearsay)
Questions:
Is there any other way for an enduser to get around the inability of
drawing gl points larger than 1x1 pixel? perhaps a Mesa setting
Paul Heldens wrote:
I found on the list that this has always been broken in dri because of a
hardware issue.(?)
Example of affected apps; gtkradiant, blender,maya(hearsay)
Questions:
Is there any other way for an enduser to get around the inability of
drawing gl points larger than 1x1 pixel?
On Mon, 05 Apr 2004 14:50:45 -0700
Ian Romanick [EMAIL PROTECTED] wrote:
Paul Heldens wrote:
I found on the list that this has always been broken in dri because of a
hardware issue.(?)
Example of affected apps; gtkradiant, blender,maya(hearsay)
Questions:
Is there any other