
A first attempt at moving gallium onto a branch directly off master... It will be interesting to see how much work this takes to get running. Have resolved the conflicts semi-arbitarily, not compiled or tested. Conflicts: .gitignore Makefile configs/config.mgw configs/darwin configs/darwin-x86ppc configs/default configs/freebsd-dri configs/linux-dri configs/linux-dri-xcb configs/linux-fbdev configs/linux-static configs/linux-x86-64-static configs/linux-x86-static doxygen/Makefile include/GL/gl.h progs/demos/Makefile progs/demos/descrip.mms progs/demos/texenv.c progs/egl/.gitignore progs/egl/Makefile progs/glsl/.gitignore progs/glsl/Makefile progs/glsl/convolutions.c progs/samples/Makefile.mgw progs/tests/.gitignore progs/trivial/.gitignore progs/trivial/point-param.c progs/trivial/tri.c progs/xdemos/.gitignore progs/xdemos/glthreads.c src/egl/drivers/demo/Makefile src/egl/drivers/dri/Makefile src/egl/main/Makefile src/glu/Makefile src/glu/sgi/Makefile src/glu/sgi/Makefile.mgw src/glut/glx/Makefile.mgw src/glut/os2/WarpWin.cpp src/glut/os2/glut_cindex.cpp src/glut/os2/glut_gamemode.cpp src/glut/os2/glut_win.cpp src/glut/os2/glut_winmisc.cpp src/glut/os2/os2_glx.cpp src/glut/os2/os2_menu.cpp src/glut/os2/os2_winproc.cpp src/glw/Makefile src/glx/x11/dri_glx.c src/glx/x11/glxext.c src/mesa/Makefile src/mesa/Makefile.mgw src/mesa/descrip.mms src/mesa/drivers/beos/Makefile src/mesa/drivers/common/descrip.mms src/mesa/drivers/common/driverfuncs.c src/mesa/drivers/directfb/Makefile src/mesa/drivers/dri/Makefile.template src/mesa/drivers/dri/common/dri_bufmgr.c src/mesa/drivers/dri/common/dri_bufmgr.h src/mesa/drivers/dri/common/dri_util.c src/mesa/drivers/dri/common/extension_helper.h src/mesa/drivers/dri/common/mmio.h src/mesa/drivers/dri/common/utils.c src/mesa/drivers/dri/common/utils.h src/mesa/drivers/dri/glcore/Makefile src/mesa/drivers/dri/i810/i810screen.c src/mesa/drivers/dri/i915/intel_ioctl.c src/mesa/drivers/dri/i915/intel_ioctl.h src/mesa/drivers/dri/i915/intel_screen.c src/mesa/drivers/dri/i915/server/i830_common.h src/mesa/drivers/dri/i915/server/i830_dri.h src/mesa/drivers/dri/i965/intel_screen.c src/mesa/drivers/dri/i965/server/i830_common.h src/mesa/drivers/dri/i965/server/i830_dri.h src/mesa/drivers/dri/mach64/mach64_screen.c src/mesa/drivers/dri/nouveau/nouveau_context.h src/mesa/drivers/dri/nouveau/nouveau_fifo.c src/mesa/drivers/dri/nouveau/nouveau_fifo.h src/mesa/drivers/dri/nouveau/nouveau_screen.c src/mesa/drivers/dri/nouveau/nouveau_screen.h src/mesa/drivers/dri/r128/r128_tex.h src/mesa/drivers/dri/savage/savageioctl.h src/mesa/drivers/fbdev/Makefile src/mesa/drivers/osmesa/Makefile src/mesa/drivers/osmesa/descrip.mms src/mesa/drivers/x11/Makefile src/mesa/drivers/x11/descrip.mms src/mesa/drivers/x11/xm_dd.c src/mesa/glapi/glapi.c src/mesa/glapi/glthread.c src/mesa/main/api_validate.c src/mesa/main/attrib.c src/mesa/main/bufferobj.c src/mesa/main/bufferobj.h src/mesa/main/buffers.c src/mesa/main/config.h src/mesa/main/context.c src/mesa/main/descrip.mms src/mesa/main/drawpix.c src/mesa/main/enums.c src/mesa/main/fbobject.c src/mesa/main/glheader.h src/mesa/main/imports.c src/mesa/main/mipmap.c src/mesa/main/mm.c src/mesa/main/mm.h src/mesa/main/mtypes.h src/mesa/main/points.c src/mesa/main/sources src/mesa/main/state.c src/mesa/main/texcompress_fxt1.c src/mesa/main/texenvprogram.c src/mesa/main/texobj.c src/mesa/main/texstate.c src/mesa/main/texstore.c src/mesa/math/descrip.mms src/mesa/shader/arbprogram.c src/mesa/shader/descrip.mms src/mesa/shader/prog_execute.c src/mesa/shader/prog_statevars.c src/mesa/shader/prog_statevars.h src/mesa/shader/prog_uniform.c src/mesa/shader/program.c src/mesa/shader/program.h src/mesa/shader/shader_api.c src/mesa/shader/slang/descrip.mms src/mesa/shader/slang/library/slang_vertex_builtin_gc.h src/mesa/sources src/mesa/swrast/descrip.mms src/mesa/swrast/s_drawpix.c src/mesa/swrast/s_fragprog.c src/mesa/swrast/s_readpix.c src/mesa/swrast/s_span.c src/mesa/swrast_setup/descrip.mms src/mesa/tnl/descrip.mms src/mesa/tnl/t_context.h src/mesa/tnl/t_vp_build.c src/mesa/tnl/tnl.h src/mesa/vbo/descrip.mms src/mesa/vbo/vbo_context.c src/mesa/vbo/vbo_exec_array.c src/mesa/x86-64/xform4.S src/mesa/x86/rtasm/x86sse.c src/mesa/x86/rtasm/x86sse.h windows/VC6/progs/glut/glut.dsp windows/VC7/mesa/gdi/gdi.vcproj windows/VC7/mesa/glu/glu.vcproj windows/VC7/mesa/mesa.sln windows/VC7/mesa/mesa/mesa.vcproj windows/VC7/mesa/osmesa/osmesa.vcproj windows/VC7/progs/glut/glut.vcproj windows/VC8/mesa/gdi/gdi.vcproj windows/VC8/mesa/glu/glu.vcproj windows/VC8/mesa/mesa.sln windows/VC8/mesa/mesa/mesa.vcproj windows/VC8/progs/glut/glut.vcproj
191 lines
5.6 KiB
RPMSpec
191 lines
5.6 KiB
RPMSpec
Name
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MESA_sprite_point
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Name Strings
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GL_MESA_sprite_point
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Contact
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Brian Paul, VA Linux Systems Inc. (brianp 'at' valinux.com)
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Status
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Obsolete - see GL_ARB_point_sprite.
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Version
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Number
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???
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Dependencies
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GL_EXT_point_parameters effects the definition of this extension
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GL_ARB_multitexture effects the definition of this extension
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Overview
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This extension modifies the way in which points are rendered,
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specifically when they're textured. When SPRITE_POINT_MESA is enabled
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a point is rendered as if it were a quadrilateral with unique texture
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coordinates at each vertex. This extension effectively turns points
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into sprites which may be rendered more easily and quickly than using
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conventional textured quadrilaterals.
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When using point size > 1 or attenuated points this extension is an
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effective way to render many small sprite images for particle systems
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or other effects.
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Issues:
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1. How are the texture coordinates computed?
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The lower-left corner has texture coordinate (0,0,r,q).
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The lower-right, (1,0,r,q). The upper-right, (1,1,r,q).
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The upper-left, (0,1,r,q).
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2. What about texgen and texture matrices?
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Texgen and the texture matrix have no effect on the point's s and t
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texture coordinates. The r and q coordinates may have been computed
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by texgen or the texture matrix. Note that with a 3D texture and/or
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texgen that the r coordinate could be used to select a slice in the
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3D texture.
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3. What about point smoothing?
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When point smoothing is enabled, a triangle fan could be rendered
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to approximate a circular point. This could be problematic to
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define and implement so POINT_SMOOTH is ignored when drawing sprite
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points.
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Smoothed points can be approximated by using an appropriate texture
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images, alpha testing and blending.
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POLYGON_SMOOTH does effect the rendering of the quadrilateral, however.
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4. What about sprite rotation?
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There is none. Sprite points are always rendered as window-aligned
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squares. One could define rotated texture images if desired. A 3D
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texture and appropriate texture r coordinates could be used to
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effectively specify image rotation per point.
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5. What about POLYGON_MODE?
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POLYGON_MODE does not effect the rasterization of the quadrilateral.
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6. What about POLYGON_CULL?
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TBD. Polygon culling is normally specified and implemented in the
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transformation stage of OpenGL. However, some rasterization hardware
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implements it later during triangle setup.
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Polygon culling wouldn't be useful for sprite points since the
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quadrilaterals are always defined in counter-clockwise order in
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window space. For that reason, polygon culling should probably be
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ignored.
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7. Should sprite points be alpha-attenuated if their size is below the
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point parameter's threshold size?
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8. Should there be an advertisized maximum sprite point size?
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No. Since we're rendering the point as a quadrilateral there's no
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need to limit the size.
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New Procedures and Functions
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None.
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New Tokens
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Accepted by the <pname> parameter of Enable, Disable, IsEnabled,
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GetIntegerv, GetBooleanv, GetFloatv and GetDoublev:
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SPRITE_POINT_MESA 0x????
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MAX_SPRITE_POINT_SIZE_MESA 0x???? (need this?)
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Additions to Chapter 2 of the 1.1 Specification (OpenGL Operation)
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None
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Additions to Chapter 3 of the 1.1 Specification (Rasterization)
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Section ???.
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When SPRITE_POINT_MESA is enabled points are rasterized as screen-
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aligned quadrilaterals. If the four vertices of the quadrilateral
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are labeled A, B, C, and D, starting at the lower-left corner and moving
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counter-clockwise around the quadrilateral, then the vertex and
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texture coordinates are computed as follows:
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vertex window coordinate texture coordinate
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A (x-r, y-r, z, w) (0, 0, r, q)
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B (x+r, y-r, z, w) (1, 0, r, q)
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C (x+r, y+r, z, w) (1, 1, r, q)
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D (x-r, y+r, z, w) (0, 1, r, q)
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where x, y, z, w are the point's window coordinates, r and q are the
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point's 3rd and 4th texture coordinates and r is half the point's
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size. The other vertex attributes (such as the color and fog coordinate)
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are simply duplicated from the original point vertex.
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Point size may either be specified with PointSize or computed
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according to the EXT_point_parameters extension.
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The new texture coordinates are not effected by texgen or the texture
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matrix. Note, however, that the texture r and q coordinates are passed
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unchanged and may have been computed with texgen and/or the texture
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matrix.
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If multiple texture units are present the same texture coordinate is
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used for all texture units.
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The point is then rendered as if it were a quadrilateral using the
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normal point sampling rules. POLYGON_MODE does not effect the
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rasterization of the quadrilateral but POLYGON_SMOOTH does.
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POINT_SMOOTH has no effect when SPRITE_POINT_MESA is enabled.
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Additions to Chapter 4 of the 1.1 Specification (Per-Fragment Operations
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and the Frame Buffer)
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None.
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Additions to Chapter 5 of the 1.1 Specification (Special Functions)
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None
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Additions to Chapter 6 of the 1.1 Specification (State and State Requests)
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None
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Additions to the GLX Specification
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None
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GLX Protocol
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TBD
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Errors
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None
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New State
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Add boolean variable SPRITE_POINT_MESA to the point attribute group.
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Revision History
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Version 1.0 - 4 Dec 2000
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Original draft.
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