Age | Commit message (Collapse) | Author |
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This allows us to do a glReadPixels(GL_DEPTH_COMPONENT) to see what's
in the depth buffer to help debugging.
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This matches the convention used by the recursive rasterizer.
Also fixed assorted typos, comments, etc.
Now tri-z.c, gears.c, etc look basically right but there's still some
cracks in triangle rasterization.
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And remove unused BLOCKSIZE.
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Make this a little easier to understand.
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The compiler will still do the multiplies with shifts.
It's just a bit easier to follow the logic with multiplies.
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One draws a series of quads with different textures.
The other draws with one texture which is changed with glTexSubImage2D().
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Also remove branches calculating masks for quads.
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Incorrect rendering until the interpolation code generation is updated.
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Was overdoing it previously.
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Adjustments for top-left fill convention were being lost.
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