Document rasterizer.
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@@ -7,4 +7,78 @@ interpolated into fragments.
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Members
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-------
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XXX
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XXX undocumented light_twoside, front_winding, cull_mode, fill_cw, fill_ccw, offset_cw, offset_ccw
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XXX moar undocumented poly_smooth, line_stipple_factor, line_last_pixel, offset_units, offset_scale
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XXX sprite_coord_mode
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flatshade
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If set, the provoking vertex of each polygon is used to determine the
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color of the entire polygon. If not set, the color fragments will be
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interpolated from each vertex's color.
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scissor
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Whether the scissor test is enabled.
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poly_stipple_enable
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Whether polygon stippling is enabled.
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point_smooth
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Whether points should be smoothed. Point smoothing turns rectangular
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points into circles or ovals.
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point_sprite
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Whether point sprites are enabled.
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point_size_per_vertex
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Whether vertices have a point size element.
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multisample
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Whether MSAA is enabled.
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line_smooth
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Whether lines should be smoothed. Line smoothing is simply anti-aliasing.
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line_stipple_enable
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Whether line stippling is enabled.
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line_stipple_pattern
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16-bit bitfield of on/off flags, used to pattern the line stipple.
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bypass_vs_clip_and_viewport
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Whether the entire TCL pipeline should be bypassed. This implies that
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vertices are pre-transformed for the viewport, and will not be run
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through the vertex shader. Note that implementations may still clip away
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vertices that are not in the viewport.
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flatshade_first
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Whether the first vertex should be the provoking vertex, for most
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primitives. If not set, the last vertex is the provoking vertex.
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gl_rasterization_rules
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Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
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the rasterizer will use (0, 0) for pixel centers.
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line_width
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The width of lines.
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point_size
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The size of points, if not specified per-vertex.
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point_size_min
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The minimum size of points.
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point_size_max
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The maximum size of points.
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Notes
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-----
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flatshade
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^^^^^^^^^
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The actual interpolated shading algorithm is obviously
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implementation-dependent, but will usually be Gourard for most hardware.
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bypass_vs_clip_and_viewport
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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When set, this implies that vertices are pre-transformed for the viewport, and
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will not be run through the vertex shader. Note that implementations may still
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clip away vertices that are not visible.
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flatshade_first
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^^^^^^^^^^^^^^^
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There are several important exceptions to the specification of this rule.
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* PIPE_PRIMITIVE_POLYGON: The provoking vertex is always the first vertex.
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If the caller wishes to change the provoking vertex, they merely need to
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rotate the vertices themselves.
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* PIPE_PRIMITIVE_QUAD, PIPE_PRIMITIVE_QUAD_STRIP: This option has no effect.
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* PIPE_PRIMITIVE_TRIANGLE_FAN: When set, the provoking vertex is the second
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vertex, not the first. This permits each segment of the fan to have a
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different color.
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