Age | Commit message (Collapse) | Author |
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Contains the normalized fragment position within a point sprite.
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The clamping for these values depends on whether we're drawing AA or non-AA
points, lines. Defer clamping until drawing time. Drivers could compute and
keep clamped AA and clamped non-AA values if desired.
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of -I flags.
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were overwritten by interpolating attributes.
Now just set the span->arrayAttribs mask in glDraw/CopyPixels and be sure
we don't overwrite the values in interpolate_active_attribs().
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Need to turn off FRAG_BIT_COL0 in swrast->_ActiveAttribMask when doing
glRead/CopyPixels to prevent the user's colors from getting overwritten
when a fragment program is active.
This was happening in the DRI drivers when MaintainTexEnv program was
used (the texenv fragment program was enabled when _swrast_DrawPixels was
called).
This still isn't an ideal solution, but fixes things for now.
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problem)
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state validation/update.
Note that we're still temporarily skipping the test for an active fragment
program. Need to fix shadow2D() ...
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This fixes the depth-peel regression reported by Brad King.
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The ARB_fp (and other assembly-level fragment program specs) say that the
depth comparison function is always GL_NONE in fragment program mode.
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Instead of separate fog/specular/texcoord/varying code, just treat all of
them as generic attributes. Simplifies the point/line/triangle functions.
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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come...
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