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: Mon, 01 Jul 2013 15:15:58 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============2074514200==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id BA2B8E5DD7 for ; Mon, 1 Jul 2013 08:15:58 -0700 (PDT) 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 --===============2074514200== Content-Type: multipart/alternative; boundary="1372691758.cEbb1.2649"; charset="us-ascii" --1372691758.cEbb1.2649 Date: Mon, 1 Jul 2013 15:15:58 +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 #29 from Stefan D=C3=B6singer --- Hmm, this seems like an idea worth thinking about. The D3D behavior the proposed extension addresses is part of the D3DDECLUSAGE_POSITIONT / D3DFVF_XYZRHW vertex input semantics. For now I'm opposed to making this a vertex shader control though. The poin= t of POSITIONT / XYZRHW is to skip vertex processing altogether, so handling POSITIONT semantics in a shader seems a bit off. Furthermore, the clipping behavior of POSITIONT depends on the depth test, so this needs a separate control anyway (or replicating the depth test interaction, which seems some= what ugly to me because its done by a different stage in the rendering pipeline). --=20 You are receiving this mail because: You are the assignee for the bug. --1372691758.cEbb1.2649 Date: Mon, 1 Jul 2013 15:15:58 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Commen= t # 29 on bug 57875<= /a> from Stefan D=C3=B6singer
Hmm, this seems like an idea worth thinking about. The D3D beh=
avior the
proposed extension addresses is part of the D3DDECLUSAGE_POSITIONT /
D3DFVF_XYZRHW vertex input semantics.

For now I'm opposed to making this a vertex shader control though. The poin=
t of
POSITIONT / XYZRHW is to skip vertex processing altogether, so handling
POSITIONT semantics in a shader seems a bit off. Furthermore, the clipping
behavior of POSITIONT depends on the depth test, so this needs a separate
control anyway (or replicating the depth test interaction, which seems some=
what
ugly to me because its done by a different stage in the rendering pipeline)=
.


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