On Die, 2012-03-06 at 08:19 -0800, Benoit Jacob wrote: > ----- Original Message ----- > > On Mon, 5 Mar 2012 19:41:14 -0800 (PST), Benoit Jacob > > <bja...@mozilla.com> wrote: > > > > > - glShadeModel(GL_FLAT) (this one seems really hard to do with > > > OpenGL > > > ES2, a real capability regression from OpenGL [ES] 1 it seems!) > > > > Ouch. I keep trying to come up with workarounds for this, but I'm > > ending up with things that use even later GL functionality. Rewrite > > your VBOs, I guess, but that gets really awful in the case of vertex > > shading. > > About glShadeModel(GL_FLAT), rewriting VBOs if of course what I would > like to avoid; the biggest hope I've had was from this page, > suggesting implementing it using OES_standard_derivatives (which is > already widely available as a WebGL extension): > http://athile.net/library/blog/?p=970 > > I would like to understand: when Mesa uses Gallium3D, at what level is > glShadeModel(GL_FLAT) handled? Is the VBO rewritten before it hits > Gallium3D, or does Gallium3D accept flat shading (which would mean > that implementing a Gallium3D driver targeting WebGL would require us > to handle glShadeModel(GL_FLAT) ourselves)?
The latter. However, Gallium3D offers several options for implementing a workaround, either in the driver only or with the help of auxiliary functions and/or the OpenGL API state tracker. -- Earthling Michel Dänzer | http://www.amd.com Libre software enthusiast | Debian, X and DRI developer _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev