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Handle legacy/obsolete specs as well List all specs in extensions.html Mark 'OLD' extensions as obsolete in extensions.html Update the spec location in old relnotes Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com> Reviewed-by: Brian Paul <brianp@vmware.com>
191 lines
5.6 KiB
RPMSpec
191 lines
5.6 KiB
RPMSpec
Name
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MESA_sprite_point
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Name Strings
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GL_MESA_sprite_point
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Contact
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Brian Paul, VA Linux Systems Inc. (brianp 'at' valinux.com)
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Status
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Obsolete - see GL_ARB_point_sprite.
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Version
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Number
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???
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Dependencies
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GL_EXT_point_parameters effects the definition of this extension
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GL_ARB_multitexture effects the definition of this extension
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Overview
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This extension modifies the way in which points are rendered,
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specifically when they're textured. When SPRITE_POINT_MESA is enabled
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a point is rendered as if it were a quadrilateral with unique texture
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coordinates at each vertex. This extension effectively turns points
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into sprites which may be rendered more easily and quickly than using
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conventional textured quadrilaterals.
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When using point size > 1 or attenuated points this extension is an
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effective way to render many small sprite images for particle systems
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or other effects.
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Issues:
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1. How are the texture coordinates computed?
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The lower-left corner has texture coordinate (0,0,r,q).
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The lower-right, (1,0,r,q). The upper-right, (1,1,r,q).
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The upper-left, (0,1,r,q).
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2. What about texgen and texture matrices?
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Texgen and the texture matrix have no effect on the point's s and t
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texture coordinates. The r and q coordinates may have been computed
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by texgen or the texture matrix. Note that with a 3D texture and/or
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texgen that the r coordinate could be used to select a slice in the
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3D texture.
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3. What about point smoothing?
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When point smoothing is enabled, a triangle fan could be rendered
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to approximate a circular point. This could be problematic to
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define and implement so POINT_SMOOTH is ignored when drawing sprite
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points.
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Smoothed points can be approximated by using an appropriate texture
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images, alpha testing and blending.
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POLYGON_SMOOTH does effect the rendering of the quadrilateral, however.
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4. What about sprite rotation?
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There is none. Sprite points are always rendered as window-aligned
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squares. One could define rotated texture images if desired. A 3D
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texture and appropriate texture r coordinates could be used to
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effectively specify image rotation per point.
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5. What about POLYGON_MODE?
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POLYGON_MODE does not effect the rasterization of the quadrilateral.
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6. What about POLYGON_CULL?
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TBD. Polygon culling is normally specified and implemented in the
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transformation stage of OpenGL. However, some rasterization hardware
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implements it later during triangle setup.
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Polygon culling wouldn't be useful for sprite points since the
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quadrilaterals are always defined in counter-clockwise order in
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window space. For that reason, polygon culling should probably be
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ignored.
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7. Should sprite points be alpha-attenuated if their size is below the
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point parameter's threshold size?
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8. Should there be an advertisized maximum sprite point size?
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No. Since we're rendering the point as a quadrilateral there's no
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need to limit the size.
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New Procedures and Functions
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None.
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New Tokens
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Accepted by the <pname> parameter of Enable, Disable, IsEnabled,
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GetIntegerv, GetBooleanv, GetFloatv and GetDoublev:
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SPRITE_POINT_MESA 0x????
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MAX_SPRITE_POINT_SIZE_MESA 0x???? (need this?)
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Additions to Chapter 2 of the 1.1 Specification (OpenGL Operation)
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None
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Additions to Chapter 3 of the 1.1 Specification (Rasterization)
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Section ???.
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When SPRITE_POINT_MESA is enabled points are rasterized as screen-
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aligned quadrilaterals. If the four vertices of the quadrilateral
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are labeled A, B, C, and D, starting at the lower-left corner and moving
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counter-clockwise around the quadrilateral, then the vertex and
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texture coordinates are computed as follows:
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vertex window coordinate texture coordinate
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A (x-r, y-r, z, w) (0, 0, r, q)
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B (x+r, y-r, z, w) (1, 0, r, q)
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C (x+r, y+r, z, w) (1, 1, r, q)
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D (x-r, y+r, z, w) (0, 1, r, q)
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where x, y, z, w are the point's window coordinates, r and q are the
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point's 3rd and 4th texture coordinates and r is half the point's
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size. The other vertex attributes (such as the color and fog coordinate)
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are simply duplicated from the original point vertex.
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Point size may either be specified with PointSize or computed
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according to the EXT_point_parameters extension.
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The new texture coordinates are not effected by texgen or the texture
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matrix. Note, however, that the texture r and q coordinates are passed
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unchanged and may have been computed with texgen and/or the texture
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matrix.
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If multiple texture units are present the same texture coordinate is
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used for all texture units.
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The point is then rendered as if it were a quadrilateral using the
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normal point sampling rules. POLYGON_MODE does not effect the
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rasterization of the quadrilateral but POLYGON_SMOOTH does.
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POINT_SMOOTH has no effect when SPRITE_POINT_MESA is enabled.
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Additions to Chapter 4 of the 1.1 Specification (Per-Fragment Operations
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and the Frame Buffer)
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None.
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Additions to Chapter 5 of the 1.1 Specification (Special Functions)
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None
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Additions to Chapter 6 of the 1.1 Specification (State and State Requests)
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None
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Additions to the GLX Specification
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None
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GLX Protocol
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TBD
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Errors
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None
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New State
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Add boolean variable SPRITE_POINT_MESA to the point attribute group.
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Revision History
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Version 1.0 - 4 Dec 2000
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Original draft.
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