From: Keith W. <ke...@tu...> - 2004-12-16 10:10:20
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Felix K=FChling wrote: > Hi, >=20 > I noticed some strange rendering artifacts with the Savage that are > caused by very large texture coordinates on GL_REPEAT'ed textures. Very > large means that it gets noticeable with texture coordinates >255 or > <-256. A real world example that exhibits this problem is Torcs with th= e > "Spring" track. Right at the start the effect can be seen very nicely. > The track before the start line shows artifacts, directly after the > start line everything looks fine. >=20 > My question is, should I consider such problems an application bug or > would it be wise to implement a workaround? I was thinking of > implementing a TNL pipeline stage that normalizes texture coordinates. >=20 > I was also wondering if other hardware has similar problems. I'm > attaching a small test program that demonstrates the effect and a > screenshot of what I get on my ProSavageDDR. With software rendering th= e > output is almost correct. Compile with=20 >=20 The mesa software rasterizer and a number of the hardware devices start g= iving=20 odd looking results for very large texture coordinates. In the past we'v= e=20 treated it as an application issue and fixed the demos causing the proble= m. If you the app takes things to extremes and start sending enormous texcoo= rds,=20 there's nothing we can do about it because there aren't enough bits left = in a=20 float to represent the fractional part of the coordinate. So at a certai= n=20 point it has to be an application bug. Keith |