| Summary: | Strange (reversed?) fog calculation in "fire" mesa demo | ||
|---|---|---|---|
| Product: | Mesa | Reporter: | Ove Kaaven <ovek> |
| Component: | Drivers/DRI/r200 | Assignee: | Default DRI bug account <dri-devel> |
| Status: | RESOLVED NOTABUG | QA Contact: | |
| Severity: | normal | ||
| Priority: | medium | ||
| Version: | git | ||
| Hardware: | x86 (IA32) | ||
| OS: | Linux (All) | ||
| Whiteboard: | |||
| i915 platform: | i915 features: | ||
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Description
Ove Kaaven
2008-04-26 19:56:13 UTC
I think what you're seeing is just the difference between per-pixel and per-vertex fog. The r200 driver will ignore the fog hint (which is legal to do), but the software renderer will switch between the two modes based on the hint. If you press the "n" key you get per-vertex fog even with software mode, and it seems to behave more like the r200 driver. There's still quite some difference, but this may be due to precision issues possibly I think. So it's a hardware limitation? In that case, sorry for wasting your time. (In reply to comment #2) > So it's a hardware limitation? In that case, sorry for wasting your time. If you're talking per-vertex vs. per-pixel fog, both are possible as per GL spec (though per-pixel is the more correct approach). The chip can't really do per-pixel fog (it could do some table-based per-pixel fog but I believe it doesn't really translate to GL, only D3D). In this case the results just happen to be very different for per-pixel vs. per-vertex fog. I think that real world apps would probably make some effort that results don't get that different. Mass version move, cvs -> git |
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