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<div class="section" id="rasterizer">
<span id="id1"></span><h1>Rasterizer<a class="headerlink" href="#rasterizer" title="Permalink to this headline">¶</a></h1>
<p>The rasterizer is the main chunk of state controlling how vertices are
interpolated into fragments.</p>
<div class="section" id="members">
<h2>Members<a class="headerlink" href="#members" title="Permalink to this headline">¶</a></h2>
<p>XXX undocumented light_twoside, front_winding, cull_mode, fill_cw, fill_ccw, offset_cw, offset_ccw
XXX moar undocumented poly_smooth, line_stipple_factor, line_last_pixel, offset_units, offset_scale
XXX sprite_coord_mode</p>
<dl class="docutils">
<dt>flatshade</dt>
<dd>If set, the provoking vertex of each polygon is used to determine the
color of the entire polygon. If not set, the color fragments will be
interpolated from each vertex’s color.</dd>
<dt>scissor</dt>
<dd>Whether the scissor test is enabled.</dd>
<dt>poly_stipple_enable</dt>
<dd>Whether polygon stippling is enabled.</dd>
<dt>point_smooth</dt>
<dd>Whether points should be smoothed. Point smoothing turns rectangular
points into circles or ovals.</dd>
<dt>point_sprite</dt>
<dd>Whether point sprites are enabled.</dd>
<dt>point_size_per_vertex</dt>
<dd>Whether vertices have a point size element.</dd>
<dt>multisample</dt>
<dd>Whether <em class="xref">MSAA</em> is enabled.</dd>
<dt>line_smooth</dt>
<dd>Whether lines should be smoothed. Line smoothing is simply anti-aliasing.</dd>
<dt>line_stipple_enable</dt>
<dd>Whether line stippling is enabled.</dd>
<dt>line_stipple_pattern</dt>
<dd>16-bit bitfield of on/off flags, used to pattern the line stipple.</dd>
<dt>bypass_vs_clip_and_viewport</dt>
<dd>Whether the entire TCL pipeline should be bypassed. This implies that
vertices are pre-transformed for the viewport, and will not be run
through the vertex shader. Note that implementations may still clip away
vertices that are not in the viewport.</dd>
<dt>flatshade_first</dt>
<dd>Whether the first vertex should be the provoking vertex, for most
primitives. If not set, the last vertex is the provoking vertex.</dd>
<dt>gl_rasterization_rules</dt>
<dd>Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set,
the rasterizer will use (0, 0) for pixel centers.</dd>
<dt>line_width</dt>
<dd>The width of lines.</dd>
<dt>point_size</dt>
<dd>The size of points, if not specified per-vertex.</dd>
<dt>point_size_min</dt>
<dd>The minimum size of points.</dd>
<dt>point_size_max</dt>
<dd>The maximum size of points.</dd>
</dl>
</div>
<div class="section" id="notes">
<h2>Notes<a class="headerlink" href="#notes" title="Permalink to this headline">¶</a></h2>
<div class="section" id="flatshade">
<h3>flatshade<a class="headerlink" href="#flatshade" title="Permalink to this headline">¶</a></h3>
<p>The actual interpolated shading algorithm is obviously
implementation-dependent, but will usually be Gourard for most hardware.</p>
</div>
<div class="section" id="bypass-vs-clip-and-viewport">
<h3>bypass_vs_clip_and_viewport<a class="headerlink" href="#bypass-vs-clip-and-viewport" title="Permalink to this headline">¶</a></h3>
<p>When set, this implies that vertices are pre-transformed for the viewport, and
will not be run through the vertex shader. Note that implementations may still
clip away vertices that are not visible.</p>
</div>
<div class="section" id="flatshade-first">
<h3>flatshade_first<a class="headerlink" href="#flatshade-first" title="Permalink to this headline">¶</a></h3>
<p>There are several important exceptions to the specification of this rule.</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_POLYGON</span></tt>: The provoking vertex is always the first
vertex. If the caller wishes to change the provoking vertex, they merely
need to rotate the vertices themselves.</li>
<li><tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_QUAD</span></tt>, <tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_QUAD_STRIP</span></tt>: This option has no
effect; the provoking vertex is always the last vertex.</li>
<li><tt class="docutils literal"><span class="pre">PIPE_PRIMITIVE_TRIANGLE_FAN</span></tt>: When set, the provoking vertex is the
second vertex, not the first. This permits each segment of the fan to have
a different color.</li>
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<h3><a href="../index.html">Table Of Contents</a></h3>
<ul>
<li><a class="reference external" href="">Rasterizer</a><ul>
<li><a class="reference external" href="#members">Members</a></li>
<li><a class="reference external" href="#notes">Notes</a><ul>
<li><a class="reference external" href="#flatshade">flatshade</a></li>
<li><a class="reference external" href="#bypass-vs-clip-and-viewport">bypass_vs_clip_and_viewport</a></li>
<li><a class="reference external" href="#flatshade-first">flatshade_first</a></li>
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