On Fri, Aug 6, 2010 at 6:03 PM, Henri Verbeet wrote:
> On 5 August 2010 18:51, Chia-I Wu wrote:
>> The GL rule is last vertex last for each primitive. The D3D rule is first
>> vertex first. My idea is to have draw_decompose_tmp.h use a local variable,
>> last_vertex_last, to select the rules.
On 5 August 2010 18:51, Chia-I Wu wrote:
> The GL rule is last vertex last for each primitive. The D3D rule is first
> vertex first. My idea is to have draw_decompose_tmp.h use a local variable,
> last_vertex_last, to select the rules. In draw_gs_tmp.h and
> draw_so_emit_tmp.h, last_vertex_last
On Thursday 05 August 2010 12:51:57 Chia-I Wu wrote:
> On Thu, Aug 5, 2010 at 3:20 AM, Zack Rusin wrote:
> >> With GS, the order of the vertices of a primitive becomes significant.
> >> We can no longer permute the vertices to support flatshade_first (at
> >> least, not before GS runs).
> >
> >
On Thu, Aug 5, 2010 at 3:20 AM, Zack Rusin wrote:
>> With GS, the order of the vertices of a primitive becomes significant. We
>> can no longer permute the vertices to support flatshade_first (at least,
>> not before GS runs).
> Awesome stuff. Thanks for looking into this. I'd commit that patch a
On Wednesday 04 August 2010 04:17:15 Chia-I Wu wrote:
> I've updated the geometry shader so that given a triangle with adjacency, 3
> triangles will be emitted:
>
> - the triangle formed by the first edge and the first adjacent vertex
> - the triangle formed by the second edge and the second
On Wednesday 04 August 2010 13:06:33 Chia-I Wu wrote:
> On Wed, Aug 4, 2010 at 11:01 PM, Zack Rusin wrote:
> > On Wednesday 04 August 2010 04:17:15 Chia-I Wu wrote:
> >> I've updated the geometry shader so that given a triangle with
> >> adjacency, 3 triangles will be emitted:
> >>
> >> - the t
On Wed, Aug 4, 2010 at 11:01 PM, Zack Rusin wrote:
> On Wednesday 04 August 2010 04:17:15 Chia-I Wu wrote:
>> I've updated the geometry shader so that given a triangle with adjacency, 3
>> triangles will be emitted:
>>
>> - the triangle formed by the first edge and the first adjacent vertex
>>
On Tuesday 03 August 2010 12:56:41 Chia-I Wu wrote:
> 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?
As far as the public docs go I think that's it.
> > and so on. If yo
On Wed, Aug 4, 2010 at 12:03 AM, Zack Rusin wrote:
> On Tuesday 03 August 2010 11:41:02 Chia-I Wu wrote:
>> On Tue, Aug 3, 2010 at 9:40 PM, Zack Rusin 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 sh
On Tuesday 03 August 2010 11:41:02 Chia-I Wu wrote:
> On Tue, Aug 3, 2010 at 9:40 PM, Zack Rusin 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 pa
On Tue, Aug 3, 2010 at 11:41 PM, Chia-I Wu wrote:
> On Tue, Aug 3, 2010 at 9:40 PM, Zack Rusin wrote:
>> On Tuesday 03 August 2010 01:34:46 Chia-I Wu wrote:
>>> On Tue, Aug 3, 2010 at 6:48 AM, Zack Rusin wrote:
>>> > On Monday 02 August 2010 12:33:50 Chia-I Wu wrote:
>>> >> While studying the dr
On Tue, Aug 3, 2010 at 9:40 PM, Zack Rusin wrote:
> On Tuesday 03 August 2010 01:34:46 Chia-I Wu wrote:
>> On Tue, Aug 3, 2010 at 6:48 AM, Zack Rusin wrote:
>> > On Monday 02 August 2010 12:33:50 Chia-I Wu wrote:
>> >> While studying the draw module, I noticed that multiple primitive
>> >> decomp
On Tuesday 03 August 2010 01:34:46 Chia-I Wu wrote:
> On Tue, Aug 3, 2010 at 6:48 AM, Zack Rusin wrote:
> > On Monday 02 August 2010 12:33:50 Chia-I Wu wrote:
> >> While studying the draw module, I noticed that multiple primitive
> >> decomposers exist: draw_pt_vcache_tmp.h, draw_gs_tmp.h,
> >> dr
On Tue, Aug 3, 2010 at 6:48 AM, Zack Rusin wrote:
> On Monday 02 August 2010 12:33:50 Chia-I Wu wrote:
>> While studying the draw module, I noticed that multiple primitive
>> decomposers exist: draw_pt_vcache_tmp.h, draw_gs_tmp.h,
>> draw_so_emit_tmp.h, and draw_pt_decompose.h. The differences be
On Monday 02 August 2010 12:33:50 Chia-I Wu wrote:
> Hi,
>
> While studying the draw module, I noticed that multiple primitive
> decomposers exist: draw_pt_vcache_tmp.h, draw_gs_tmp.h,
> draw_so_emit_tmp.h, and draw_pt_decompose.h. The differences between
> them are small, yet some of them suppor
On Mon, Aug 2, 2010 at 5:33 PM, Chia-I Wu wrote:
> Hi,
>
> While studying the draw module, I noticed that multiple primitive
> decomposers exist: draw_pt_vcache_tmp.h, draw_gs_tmp.h,
> draw_so_emit_tmp.h, and draw_pt_decompose.h. The differences between
> them are small, yet some of them support
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