From: Michael I Gold <gold@nv...> - 2000-05-07 01:19:37
Don't forget to enable blending.
The roundness is in the alpha channel. I'm guessing the smooth points you
see on other implementations are round-ish but still suffer from the
jaggies. Enabling blending will fix that as well. Its a quirk of our
implementation that we don't cull the zero-coverage fragments from the
bounding rect of the smooth point, but when blending is enabled it looks
> -----Original Message-----
> From: Robert M. Wheat, Jr. [mailto:rmwheat@...]
> Sent: Friday, May 05, 2000 1:45 PM
> To: mesa3d-users@...
> Cc: linux-bugs@...
> Subject: NVidia Drivers, XF86-40,
> I have just recently installed the latest NVida drivers for
> XFree86-4.0 (as
> well as WinNT4).
> I've noticed a small problem which may or may not be 'operator error'.
> When rendering a point with smoothing (anti-aliasing)
> enabled, and the new
> NVidia libraries
> and drivers enabled, the only effect seen is a larger
> (square) point. (See
> the following sample code.)
> glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
> glVertex3f(x, y, 0.0);
> If I disable the new NVidia stuff by changing symbolic links
> to point at
> the Mesa3D libs, the
> smooth point rendering works as expected (a round point).
> I'm asking for a
> display config
> with RGBA (RGB), double bufferring, depth bufferring, and stencil
> bufferring (for other things).
> Am I missing the boat on this? What else would I need in my
> display config?
> By the way, I notice this problem under NT4.0 as well, but if
> I replace the
> Opengl32.dll with
> the M$ version, all is well.
> Robert M. Wheat, Jr.
> E-Mail: rmwheat@...
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