diff options
author | Brian Paul <brianp@vmware.com> | 2009-06-12 16:21:20 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2009-06-12 16:21:20 -0600 |
commit | 18af7c384cf663533f210d95d074c244d4214f29 (patch) | |
tree | 19bebbe3ff280eebfd68f7fadeb3aa77b3841a68 /src/mesa/drivers/dri/i965/brw_wm.h | |
parent | 05f0d90962147ad61050bbcde42775a3422e68a5 (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_wm.h')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_wm.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_wm.h b/src/mesa/drivers/dri/i965/brw_wm.h index fb15c03e83..ab0ab8bdbf 100644 --- a/src/mesa/drivers/dri/i965/brw_wm.h +++ b/src/mesa/drivers/dri/i965/brw_wm.h @@ -63,6 +63,7 @@ struct brw_wm_prog_key { GLuint computes_depth:1; /* could be derived from program string */ GLuint source_depth_to_render_target:1; GLuint flat_shade:1; + GLuint linear_color:1; /**< linear interpolation vs perspective interp */ GLuint runtime_check_aads_emit:1; GLuint projtex_mask:16; |