On Wed, Aug 4, 2010 at 12:03 AM, Zack Rusin <za...@vmware.com> wrote: > On Tuesday 03 August 2010 11:41:02 Chia-I Wu wrote: >> On Tue, Aug 3, 2010 at 9:40 PM, Zack Rusin <za...@vmware.com> wrote: >> > I'm not sure if should, if adjacency primitives are set there should >> > always be a gs and if not we should set a pass-through gs should which >> > just emits triangles. >> >> There is no pass-through GS right now, but it is something I'd like to look >> into after this change (and some tuning work). > > Great. > >> It should be required by >> the non-pipeline path. Besides, as GS may output more vertices than its >> input, it may be a problem if the number of output vertices exceeds >> vbuf_render's limit. I'd like to see if they can be solved altogether. > > Sounds good. > >> I don't think the current behavior is correct for D3D, if I understand the >> diagram correctly. > > It is for data vertices. The question is, as I mentioned in the first email, > whether the two following adjacency vertices need to be swapped. I had a > testcase for this stuff but I don't remember if I tested adjacency vertex > placement or whether that was a typo. > >> The difference between D3D and OpenGL seems to be only >> in the provoking conventions. In the diagram, there are 14 vertices which >> will generate 5 triangles >> >> vertices adjacent verts >> i=0 0,2,4 1,6,3 > or 1,5,3 > or 1,3,5 >> i=1 2,4,6 0,8,5 > or 5,7,3 > or 5,3,7 I see your point. There are more than one way to interpret the diagram. Now I am curious if the diagram is all the D3D documents have for triangle strip with adjacency? > and so on. If you have a testcase that shows which way it is, great, lets > change it (aka fix it). Otherwise I'm just not too excited about changing code > that was working with the (corny) testcases it had for something without any. Sure. Where can I find the test cases, if they are public?
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