From: José Fonseca jfons...@vmware.com
Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
of points for Direct3D but ended up breaking the rasterization of OpenGL
non-sprite points, in particular conform's pntrast.c test.
The only way to get both working is to properly
On Wed, Jan 8, 2014 at 6:27 PM, jfons...@vmware.com wrote:
}
-
+
+ if (0) {
+ debug_printf( bbox: (%i, %i) - (%i, %i)\n,
+ bbox.x0, bbox.y0,
+ bbox.x1, bbox.y1);
+ }
+
if (!u_rect_test_intersection(setup-draw_regions[viewport_index],
Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
From: José Fonseca jfons...@vmware.com
Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
of points for Direct3D but ended up breaking the rasterization of OpenGL
non-sprite points, in particular conform's pntrast.c test.
- Original Message -
On Wed, Jan 8, 2014 at 6:27 PM, jfons...@vmware.com wrote:
}
-
+
+ if (0) {
+ debug_printf( bbox: (%i, %i) - (%i, %i)\n,
+ bbox.x0, bbox.y0,
+ bbox.x1, bbox.y1);
+ }
+
if
- Original Message -
Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
From: José Fonseca jfons...@vmware.com
Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
of points for Direct3D but ended up breaking the rasterization of OpenGL
non-sprite points, in
Am 08.01.2014 19:12, schrieb Jose Fonseca:
- Original Message -
Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
From: José Fonseca jfons...@vmware.com
Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
of points for Direct3D but ended up breaking the
On Wed, Jan 8, 2014 at 7:31 PM, Roland Scheidegger srol...@vmware.com wrote:
Am 08.01.2014 19:12, schrieb Jose Fonseca:
- Original Message -
Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
From: José Fonseca jfons...@vmware.com
Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd
Am 08.01.2014 19:48, schrieb Marek Olšák:
On Wed, Jan 8, 2014 at 7:31 PM, Roland Scheidegger srol...@vmware.com wrote:
Am 08.01.2014 19:12, schrieb Jose Fonseca:
- Original Message -
Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
From: José Fonseca jfons...@vmware.com
Commit
We have this edge rule state for points. It has 4 bits called Left,
Right, Top, Bottom. 1 means in, 0 means out. It probably
determines what happens if a primitive edge intersects a pixel or
something like that. We set Left=0, Right=1, Top=0, Bottom=1.
We also have this state:
ROUND_MODE