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
C
Am 08.01.2014 19:48, schrieb Marek Olšák:
> On Wed, Jan 8, 2014 at 7:31 PM, Roland Scheidegger 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
>
> Commit eda21d2a3
On Wed, Jan 8, 2014 at 7:31 PM, Roland Scheidegger 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
Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterizat
Am 08.01.2014 19:12, schrieb Jose Fonseca:
>
>
> - Original Message -
>> Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
>>> From: José Fonseca
>>>
>>> Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
>>> of points for Direct3D but ended up breaking the rasteriza
- Original Message -
> Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
> > From: José Fonseca
> >
> > Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
> > of points for Direct3D but ended up breaking the rasterization of OpenGL
> > non-sprite points, in particul
- Original Message -
> On Wed, Jan 8, 2014 at 6:27 PM, wrote:
> > }
> > -
> > +
> > + if (0) {
> > + debug_printf(" bbox: (%i, %i) - (%i, %i)\n",
> > + bbox.x0, bbox.y0,
> > + bbox.x1, bbox.y1);
> > + }
> > +
> > if (!u_rect_test_inter
Am 08.01.2014 18:27, schrieb jfons...@vmware.com:
> From: José Fonseca
>
> 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
On Wed, Jan 8, 2014 at 6:27 PM, 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],
> &b
From: José Fonseca
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 honour
pipe_rasterizer::p