Age | Commit message (Collapse) | Author |
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problem)
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state validation/update.
Note that we're still temporarily skipping the test for an active fragment
program. Need to fix shadow2D() ...
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This fixes the depth-peel regression reported by Brad King.
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The ARB_fp (and other assembly-level fragment program specs) say that the
depth comparison function is always GL_NONE in fragment program mode.
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Instead of separate fog/specular/texcoord/varying code, just treat all of
them as generic attributes. Simplifies the point/line/triangle functions.
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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come...
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Was changed while debugging #7205. Broke the shadowtext demo. Revisit this
if the problem w/ bug 7205 returns...
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Basically an easy way to make sure the memory gets initialized once (to zero)
to avoid lots of valgrind warnings.
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Occlusion query might depend on the shader killing/discarding fragments.
Helps fix depth peeling technique.
Also, minor tweaks in interpolate_wpos().
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This is a bit of a hack for now because the tnl module is using the swrast
module to fetch texels. The texture fetch/filter code should probably be
moved into the main/ module since it doesn't really depend upon other
swrast code.
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Need to check for overlapping src/dest regions before computing bottom-to-top
vs. top-to-bottom order.
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Was removed during glsl-compiler work. Still need to go back and revisit this
because of the interaction with fragment shaders...
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glDrawPixels, etc.
Secondary color wasn't getting added to post-texture color when drawing
bitmaps, images. See bug 10409.
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