-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 keith whitwell wrote: > The point state is complex, there are actually a lot of variations > built into GL itself which aren't obvious on first reading of the > spec. Probably the most obscure is that wide points and point sprites > are specified to actually be rasterized differently, ie color > different pixels. I'm doing this from memory, but Roland dug into it > in depth. Wide points have an explicit set of rules for which pixels > they cover, but point sprites are to be rasterized with the same rules > as a quad of similar size (again from memory). The docs do explain > it, but it's complex none the less, and I do still wonder if there is > a clear way of capturing all the variations.
I remember a lot of back and forth when we crafted the rasterization rules for point sprites. I believe the intention was that implementations could either decompose a point sprite into a quad / two triangles or reuse the existing wide point rasterization hardware. At the end of the day, it is a big mess and a pain in the behind. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkx0wL4ACgkQX1gOwKyEAw8ysQCeNt/eED3evxnMhLIxXhx70oaP RpAAni3bCINPmXdQg7raOI9ugyrDnL7O =I24x -----END PGP SIGNATURE----- _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev