Age | Commit message (Collapse) | Author |
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right thing.
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Don't bother trying to save a small memcpy.
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This removes the notion of multiple color buffers from all other stages.
Will need a bit more work when shaders with multiple render targets arrive.
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The edge vectors were totally wrong.
Need to multiply bias units by the min resolvable depth delta.
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Updated comments/questions about area vs. prim->det.
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Need to use a new prim_header for the post-clipped line. Otherwise,
we were changing the header passed to us from the vb code. That messed
up the vertex pointers for the next line primitive.
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Using floats (and float->ushort->float conversion) introduces errors.
Only GLushort depth buffers work for now...
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Note that attribute index has to be biased by two, since vertex->data[]
starts after the header and clipcoord fields. See comments for details.
Added a bunch of comments/docs.
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(clipping, culling, etc).
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Fix function prototype.
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