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
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Date: Mon, 1 Jul 2013 15:15:58 +0000
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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
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Date: Mon, 1 Jul 2013 15:15:58 +0000
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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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