From: Gareth H. <ga...@va...> - 2000-06-27 15:27:59
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Brian, this is in relation to the demo program I sent you earlier. I've adapted one of the old GLUT demos to test all the different texture environment modes for all texture formats. The problem I'm seeing is textures with GL_INTENSITY as a base or internal format. It appears that GL_INTENSITY is an illegal base format for an image (as it's not valid for glDrawPixels) and thus is rejected in the format/type test in Mesa (can't remember where that test is). Perhaps I'm just missing something, but my quick reading of the spec and the Red Book seem to indicate that this is in fact true, but it really doesn't make sense to me. The GL_INTENSITY texture combine functionality will surely never be invoked if you can't make a GL_INTENSITY texture image, right? From looking at the implementation of the apply_texture (or whatever) function, we need to be able to assign the base format to GL_INTENSITY to get the correct texturing functionality inside the software rasterizer, which is what I would have expected. This is causing an error at the moment. Caveat: I'm kinda working really hard at the moment and haven't slept much lately. Don't be too cruel if I'm an idiot :-) -- Gareth |
From: Brian P. <br...@pr...> - 2000-06-27 15:55:34
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Gareth Hughes wrote: > > Brian, this is in relation to the demo program I sent you earlier. > > I've adapted one of the old GLUT demos to test all the different texture > environment modes for all texture formats. The problem I'm seeing is > textures with GL_INTENSITY as a base or internal format. It appears > that GL_INTENSITY is an illegal base format for an image (as it's not > valid for glDrawPixels) and thus is rejected in the format/type test in > Mesa (can't remember where that test is). Perhaps I'm just missing > something, but my quick reading of the spec and the Red Book seem to > indicate that this is in fact true, but it really doesn't make sense to > me. > > The GL_INTENSITY texture combine functionality will surely never be > invoked if you can't make a GL_INTENSITY texture image, right? From > looking at the implementation of the apply_texture (or whatever) > function, we need to be able to assign the base format to GL_INTENSITY > to get the correct texturing functionality inside the software > rasterizer, which is what I would have expected. This is causing an > error at the moment. > > Caveat: I'm kinda working really hard at the moment and haven't slept > much lately. Don't be too cruel if I'm an idiot :-) You're right. GL_INTENSITY wasn't being error checked correctly. I've checked in the fix to the Mesa CVS trunk. Thank! It's kind of frustrating how the image formats accepted by glTex{Sub}Image, glDraw/ReadPixels, glColorTable, glConvolutionFilter, etc. aren't uniform. -Brian |
From: Howard <ho...@me...> - 2000-06-28 17:53:38
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Has anyone else observed a problem with the scan conversion of vertical and horizontal lines while in XOR mode. We have consistently observed that there are: a) Irregularities in vertical and horizontal line, i.e. 4 - 10 pixel spans that are offset by a pixel. b) Non repeating patterns, i.e. the same vertical or horizontal line coordinates plot these irregularities differently. This is especially visible/troublesome in the XOR case, because the 2nd, (erase) draw does not cover the same pixels, and consequently leaves scars. This only seems to happen in the vertical/horizontal cases and does not happen when in a normal, (non XOR) mode. Thanks, -- Howard Luby Fax:248 540-3138 Tel:248 540-2251 ho...@me... http://www.mediascape.com |
From: Brian P. <br...@pr...> - 2000-06-28 21:29:10
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Howard wrote: > > Has anyone else observed a problem with the scan conversion of vertical and > horizontal lines while in XOR mode. We have consistently observed that there > are: > a) Irregularities in vertical and horizontal line, i.e. 4 - 10 pixel spans > that are offset by a pixel. > b) Non repeating patterns, i.e. the same vertical or horizontal line > coordinates plot these irregularities differently. This is especially > visible/troublesome in the XOR case, because the 2nd, (erase) draw does not > cover the same pixels, and consequently leaves scars. This only seems to > happen in the vertical/horizontal cases and does not happen when in a > normal, (non XOR) mode. I've seen a problem in which a clipped, vertical, wide line will "wiggle" left/right by a pixel. When I looked into it it was a case where one endpoint was at X=5 and the other at x=4.999 (for example). Are your endpoints being clipped? -Brian |
From: Howard <ho...@me...> - 2000-06-29 02:02:17
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----- Original Message ----- From: "Brian Paul" <br...@pr...> To: "Howard" <ho...@me...> > > > > Has anyone else observed a problem with the scan conversion of vertical and > > horizontal lines while in XOR mode. We have consistently observed that there > > are: > > a) Irregularities in vertical and horizontal line, i.e. 4 - 10 pixel spans > > that are offset by a pixel. > > b) Non repeating patterns, i.e. the same vertical or horizontal line > > coordinates plot these irregularities differently. This is especially > > visible/troublesome in the XOR case, because the 2nd, (erase) draw does not > > cover the same pixels, and consequently leaves scars. This only seems to > > happen in the vertical/horizontal cases and does not happen when in a > > normal, (non XOR) mode. > > I've seen a problem in which a clipped, vertical, wide line will "wiggle" > left/right by a pixel. When I looked into it it was a case where one > endpoint was at X=5 and the other at x=4.999 (for example). > > Are your endpoints being clipped? > No, there is no clipping. There must a round-off of some kind. The data points are the same, but the view matrix could be slightly different. The funny thing is, the start and end points will be level, but the path, as you say, "wiggles", when in XOR mode. The problem is not present with the same code on Irix. We will try to distill this down to a small example if no one else is experiencing it. Thanks, -- Howard Luby Fax:248 540-3138 Tel:248 540-2251 ho...@me... http://www.mediascape.com |