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authorBrian Paul <brianp@vmware.com>2009-06-12 16:21:20 -0600
committerBrian Paul <brianp@vmware.com>2009-06-12 16:21:20 -0600
commit18af7c384cf663533f210d95d074c244d4214f29 (patch)
tree19bebbe3ff280eebfd68f7fadeb3aa77b3841a68 /src/mesa/drivers/dri/i965/brw_sf.h
parent05f0d90962147ad61050bbcde42775a3422e68a5 (diff)
i965: interpolate colors with perspective correction by default
...rather than with linear interpolation. Modern hardware should use perspective-corrected interpolation for colors (as for texcoords). glHint(GL_PERSPECTIVE_CORRECTION_HINT, mode) can be used to get linear interpolation if mode = GL_FASTEST.
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_sf.h')
-rw-r--r--src/mesa/drivers/dri/i965/brw_sf.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_sf.h b/src/mesa/drivers/dri/i965/brw_sf.h
index 1c0fb70fe0..6426b6df9f 100644
--- a/src/mesa/drivers/dri/i965/brw_sf.h
+++ b/src/mesa/drivers/dri/i965/brw_sf.h
@@ -51,7 +51,8 @@ struct brw_sf_prog_key {
GLuint do_flat_shading:1;
GLuint frontface_ccw:1;
GLuint do_point_sprite:1;
- GLuint pad:10;
+ GLuint linear_color:1; /**< linear interp vs. perspective interp */
+ GLuint pad:25;
GLenum SpriteOrigin;
};