e9438a8659
and xserver)...
192 lines
5.7 KiB
RPMSpec
192 lines
5.7 KiB
RPMSpec
Name
|
|
|
|
MESA_sprite_point
|
|
|
|
Name Strings
|
|
|
|
GL_MESA_sprite_point
|
|
|
|
Contact
|
|
|
|
Brian Paul, VA Linux Systems Inc. (brianp 'at' valinux.com)
|
|
|
|
Status
|
|
|
|
Obsolete - see GL_ARB_point_sprite.
|
|
|
|
Version
|
|
|
|
$Id: MESA_sprite_point.spec,v 1.1.1.1 2006/11/25 18:49:29 matthieu Exp $
|
|
|
|
Number
|
|
|
|
???
|
|
|
|
Dependencies
|
|
|
|
GL_EXT_point_parameters effects the definition of this extension
|
|
GL_ARB_multitexture effects the definition of this extension
|
|
|
|
Overview
|
|
|
|
This extension modifies the way in which points are rendered,
|
|
specifically when they're textured. When SPRITE_POINT_MESA is enabled
|
|
a point is rendered as if it were a quadrilateral with unique texture
|
|
coordinates at each vertex. This extension effectively turns points
|
|
into sprites which may be rendered more easily and quickly than using
|
|
conventional textured quadrilaterals.
|
|
|
|
When using point size > 1 or attenuated points this extension is an
|
|
effective way to render many small sprite images for particle systems
|
|
or other effects.
|
|
|
|
Issues:
|
|
|
|
1. How are the texture coordinates computed?
|
|
|
|
The lower-left corner has texture coordinate (0,0,r,q).
|
|
The lower-right, (1,0,r,q). The upper-right, (1,1,r,q).
|
|
The upper-left, (0,1,r,q).
|
|
|
|
2. What about texgen and texture matrices?
|
|
|
|
Texgen and the texture matrix have no effect on the point's s and t
|
|
texture coordinates. The r and q coordinates may have been computed
|
|
by texgen or the texture matrix. Note that with a 3D texture and/or
|
|
texgen that the r coordinate could be used to select a slice in the
|
|
3D texture.
|
|
|
|
3. What about point smoothing?
|
|
|
|
When point smoothing is enabled, a triangle fan could be rendered
|
|
to approximate a circular point. This could be problematic to
|
|
define and implement so POINT_SMOOTH is ignored when drawing sprite
|
|
points.
|
|
|
|
Smoothed points can be approximated by using an appropriate texture
|
|
images, alpha testing and blending.
|
|
|
|
POLYGON_SMOOTH does effect the rendering of the quadrilateral, however.
|
|
|
|
4. What about sprite rotation?
|
|
|
|
There is none. Sprite points are always rendered as window-aligned
|
|
squares. One could define rotated texture images if desired. A 3D
|
|
texture and appropriate texture r coordinates could be used to
|
|
effectively specify image rotation per point.
|
|
|
|
5. What about POLYGON_MODE?
|
|
|
|
POLYGON_MODE does not effect the rasterization of the quadrilateral.
|
|
|
|
6. What about POLYGON_CULL?
|
|
|
|
TBD. Polygon culling is normally specified and implemented in the
|
|
transformation stage of OpenGL. However, some rasterization hardware
|
|
implements it later during triangle setup.
|
|
|
|
Polygon culling wouldn't be useful for sprite points since the
|
|
quadrilaterals are always defined in counter-clockwise order in
|
|
window space. For that reason, polygon culling should probably be
|
|
ignored.
|
|
|
|
7. Should sprite points be alpha-attenuated if their size is below the
|
|
point parameter's threshold size?
|
|
|
|
8. Should there be an advertisized maximum sprite point size?
|
|
|
|
No. Since we're rendering the point as a quadrilateral there's no
|
|
need to limit the size.
|
|
|
|
|
|
New Procedures and Functions
|
|
|
|
None.
|
|
|
|
New Tokens
|
|
|
|
Accepted by the <pname> parameter of Enable, Disable, IsEnabled,
|
|
GetIntegerv, GetBooleanv, GetFloatv and GetDoublev:
|
|
|
|
SPRITE_POINT_MESA 0x????
|
|
MAX_SPRITE_POINT_SIZE_MESA 0x???? (need this?)
|
|
|
|
Additions to Chapter 2 of the 1.1 Specification (OpenGL Operation)
|
|
|
|
None
|
|
|
|
Additions to Chapter 3 of the 1.1 Specification (Rasterization)
|
|
|
|
Section ???.
|
|
|
|
When SPRITE_POINT_MESA is enabled points are rasterized as screen-
|
|
aligned quadrilaterals. If the four vertices of the quadrilateral
|
|
are labeled A, B, C, and D, starting at the lower-left corner and moving
|
|
counter-clockwise around the quadrilateral, then the vertex and
|
|
texture coordinates are computed as follows:
|
|
|
|
vertex window coordinate texture coordinate
|
|
A (x-r, y-r, z, w) (0, 0, r, q)
|
|
B (x+r, y-r, z, w) (1, 0, r, q)
|
|
C (x+r, y+r, z, w) (1, 1, r, q)
|
|
D (x-r, y+r, z, w) (0, 1, r, q)
|
|
|
|
where x, y, z, w are the point's window coordinates, r and q are the
|
|
point's 3rd and 4th texture coordinates and r is half the point's
|
|
size. The other vertex attributes (such as the color and fog coordinate)
|
|
are simply duplicated from the original point vertex.
|
|
|
|
Point size may either be specified with PointSize or computed
|
|
according to the EXT_point_parameters extension.
|
|
|
|
The new texture coordinates are not effected by texgen or the texture
|
|
matrix. Note, however, that the texture r and q coordinates are passed
|
|
unchanged and may have been computed with texgen and/or the texture
|
|
matrix.
|
|
|
|
If multiple texture units are present the same texture coordinate is
|
|
used for all texture units.
|
|
|
|
The point is then rendered as if it were a quadrilateral using the
|
|
normal point sampling rules. POLYGON_MODE does not effect the
|
|
rasterization of the quadrilateral but POLYGON_SMOOTH does.
|
|
|
|
POINT_SMOOTH has no effect when SPRITE_POINT_MESA is enabled.
|
|
|
|
Additions to Chapter 4 of the 1.1 Specification (Per-Fragment Operations
|
|
and the Frame Buffer)
|
|
|
|
None.
|
|
|
|
Additions to Chapter 5 of the 1.1 Specification (Special Functions)
|
|
|
|
None
|
|
|
|
Additions to Chapter 6 of the 1.1 Specification (State and State Requests)
|
|
|
|
None
|
|
|
|
Additions to the GLX Specification
|
|
|
|
None
|
|
|
|
GLX Protocol
|
|
|
|
TBD
|
|
|
|
Errors
|
|
|
|
None
|
|
|
|
New State
|
|
|
|
Add boolean variable SPRITE_POINT_MESA to the point attribute group.
|
|
|
|
Revision History
|
|
|
|
Version 1.0 - 4 Dec 2000
|
|
Original draft.
|
|
|
|
|
|
|