-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Marek Olšák wrote: > On Thu, Aug 26, 2010 at 4:08 AM, Luca Barbieri <l...@luca-barbieri.com > <mailto:l...@luca-barbieri.com>> wrote: > > Also, doesn't sprite coord replacement also affect gl_TexCoord in GLSL? > > I suspect it does.
Why would it? gl_TexCoord is a set of varyings written by the vertex shader. gl_PointCoord is a magic varying generated during rasterization. Neither has anything to do with the other in GLSL. Like all varyings (except the magic varyings gl_PointCoord and gl_FragCoord) in points, the fragment shader gets the same value at every fragment. I think there is a piglit test for this. If it's not Getting all the cases of fixed-function, assembly fragment programs, and GLSL fragment shaders correct is hard. I worked on this a bit for 965 and got really frustrated. The fixed-function and assembly program support (with the per-texture coordinate replacement bits) forces state-based recompiles on most hardware. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkx2u+oACgkQX1gOwKyEAw+oOQCbBf8BX1gKJK/+97p1MYnK8vPD FIkAnjGL8tp2t+1ysZdjlH4BQNtxYSHK =qphC -----END PGP SIGNATURE----- _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev