Michel Dänzer wrote:
On Wed, 2005-09-07 at 01:52 +0200, Roland Scheidegger wrote:
Support for ATI_fs will be enabled automatically if texture_units is set
to 6 (there is simply no useful way to expose this with less units).
Are these really related? My understanding is that texture_units is
Roland Scheidegger wrote:
Michel Dänzer wrote:
On Wed, 2005-09-07 at 01:52 +0200, Roland Scheidegger wrote:
Support for ATI_fs will be enabled automatically if texture_units is
set to 6 (there is simply no useful way to expose this with less units).
Are these really related? My
Roland Scheidegger wrote:
A quick view what's working and what isn't:
A simple hacked up multiarb demo using ati_fs instead works. Even
changed so it does a dependant texture read it still looks like the same
as with fglrx. OTOH, a demo named t3 (have forgotten where I've found
it) doesn't
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Roland Scheidegger wrote:
I made some progress getting ATI_fragment_shader to work, so I've
uploaded some patches:
http://homepage.hispeed.ch/rscheidegger/dri_experimental/r200_fragshader.c
Ian Romanick wrote:
Another good test would be to modify progs/demos/pixeltexl to use
ATI_fs instead of SGIS_pixel_texture.
Sounds actually not that easy. Or maybe I just don't understand the spec
there very well.
Does t3 work with swrast?
With the version in cvs, no. With my version, yes
Roland Scheidegger wrote:
Ian Romanick wrote:
Another good test would be to modify progs/demos/pixeltexl to use
ATI_fs instead of SGIS_pixel_texture.
Sounds actually not that easy. Or maybe I just don't understand the spec
there very well.
The basic idea of GL_SGIS_pixel_texture and the
On Wed, Sep 07, 2005 at 01:29:30PM -0600, Brian Paul wrote:
| The basic idea of GL_SGIS_pixel_texture and the pixeltex.c demo is
| that each RGB value sent to glDrawPixels is converted into an STR
| texture coordinate. The texture is sampled with those coordinates and
| the resulting colors
I made some progress getting ATI_fragment_shader to work, so I've
uploaded some patches:
http://homepage.hispeed.ch/rscheidegger/dri_experimental/r200_fragshader.c
http://homepage.hispeed.ch/rscheidegger/dri_experimental/ati_fs_drm.diff
On Wed, 2005-09-07 at 01:52 +0200, Roland Scheidegger wrote:
Support for ATI_fs will be enabled automatically if texture_units is set
to 6 (there is simply no useful way to expose this with less units).
Are these really related? My understanding is that texture_units is
about the number of
Support for ATI_fs will be enabled automatically if texture_units is set
to 6 (there is simply no useful way to expose this with less units).
Are these really related? My understanding is that texture_units is
about the number of 'traditional' GL texture units exposed, and that
this is
Just to update, I've looked at the fragment shader stuff and the
documentation I have isn't enough to implement the spec, we only have
access to the second stage registers (PP_CNTL - states second or only pass
registers)
I'm going to use the r300 stuff to start reverse engineering the fglrx
Dave Airlie schrieb:
Just to update, I've looked at the fragment shader stuff and the
documentation I have isn't enough to implement the spec, we only have
access to the second stage registers (PP_CNTL - states second or only pass
registers)
Is it enough to implement GL_ARB_texture_crossbar?
Philipp Klaus Krause wrote:
Dave Airlie schrieb:
Just to update, I've looked at the fragment shader stuff and the
documentation I have isn't enough to implement the spec, we only have
access to the second stage registers (PP_CNTL - states second or only
pass
registers)
Is it enough to
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