Age | Commit message (Collapse) | Author |
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Compiz for some reason looks like ass, everything with textures
looks like it has a 2x width/height multiplier on the texture coords...
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were overwritten by interpolating attributes.
Now just set the span->arrayAttribs mask in glDraw/CopyPixels and be sure
we don't overwrite the values in interpolate_active_attribs().
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Specifically:
glVertexAttrib4bv
glVertexAttrib4iv
glVertexAttrib4ubv
glVertexAttrib4uiv
glVertexAttrib4usv
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Possibly performance may improve by setting it to the last instruction that
writes result.position, rather than the last instruction in the vertex program.
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I believe there are still bugs with all polygon offset types. The point and line
types may need to be handled specially, too.
This shouldn't break anything because it just enabled the occlusion control bits
for polygon offset.
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makes gears work with swtcl
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Thanks to Panagiotis Papadakos for reporting it.
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Need to turn off FRAG_BIT_COL0 in swrast->_ActiveAttribMask when doing
glRead/CopyPixels to prevent the user's colors from getting overwritten
when a fragment program is active.
This was happening in the DRI drivers when MaintainTexEnv program was
used (the texenv fragment program was enabled when _swrast_DrawPixels was
called).
This still isn't an ideal solution, but fixes things for now.
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