From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 57875] Second Life viewer bad rendering with git-ec83535 Date: Thu, 06 Dec 2012 22:03:21 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============2118250576==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 26E1CE5C00 for ; Thu, 6 Dec 2012 14:03:21 -0800 (PST) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org Errors-To: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============2118250576== Content-Type: multipart/alternative; boundary="1354831401.5fe8eC01.15772"; charset="us-ascii" --1354831401.5fe8eC01.15772 Date: Thu, 6 Dec 2012 22:03:21 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable https://bugs.freedesktop.org/show_bug.cgi?id=3D57875 --- Comment #13 from Stefan D=C3=B6singer --- I think a new extension is the way to go. We could probably call it GL_MESA_depth_clip_disable or GL_MESA_depth_clamp_d3d. One could try to combine the CLIP_DISABLE register with clamping gl_FragDep= th inside the fragment shader. I'd expect the cost of this to be way too high, even if it's just enabled when both GL_DEPTH_TEST and GL_DEPTH_CLAMP are enabled. Maybe some considerations similar to GL_ARB_conservative_depth can= be applied, but I guess that'd require hardware support. --=20 You are receiving this mail because: You are the assignee for the bug. --1354831401.5fe8eC01.15772 Date: Thu, 6 Dec 2012 22:03:21 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Commen= t # 13 on bug 57875<= /a> from Stefan D=C3=B6singer
I think a new extension is the way to go. We could probably ca=
ll it
GL_MESA_depth_clip_disable or GL_MESA_depth_clamp_d3d.

One could try to combine the CLIP_DISABLE register with clamping gl_FragDep=
th
inside the fragment shader. I'd expect the cost of this to be way too high,
even if it's just enabled when both GL_DEPTH_TEST and GL_DEPTH_CLAMP are
enabled. Maybe some considerations similar to GL_ARB_conservative_depth can=
 be
applied, but I guess that'd require hardware support.


You are receiving this mail because: =20=20=20=20=20=20
  • You are the assignee for the bug.
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