On Thu, Jun 24, 2010 at 6:03 AM, Brian Paul <bri...@vmware.com> wrote: > Keith Whitwell wrote: >>> >>> We currently allow partial specification of position, requiring only >>> (x, y) and filling in z as 0 and w as 1 if missing. Is that still >>> valid? Similarly, colors may be specified as (r, g, b) triplets with >>> no alpha, and alpha defaults to 1. Is that still valid, or are there >>> changes further up the API that make this not needed? >> >> I don't think either of those statements are true, except for the >> special case that in the fragment shader *only* position.z is writeable >> - ie the x,y coordinates are already fixed, and there is no meaning to >> writing the position.w coordinate once you're inside the fragment >> shader. > > I believe Corbin was referring to incoming vertex data in the case of > glVertex2f and glColor3f, for example. > > I need to update the docs with fragment shader z-write...
Yep. I went ahead and noted the lop rules (and added a small galahad test) and also filled out the vertex element page with some simple rules on vertex data formats. More work remains, but I have things on my plate for the day. ~ C. -- When the facts change, I change my mind. What do you do, sir? ~ Keynes Corbin Simpson <mostawesomed...@gmail.com> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev