From: Brian P. <br...@vm...> - 2009-11-18 15:54:36
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OK, the problem is we're not doing sub-pixel adjustment of texcoords in the sprite rasterization code. Look in sprite_point() in s_points.c if interested. This can be fixed but it will take some work. I'll see if I can fix it when I get some spare time. -Brian Owen Kaluza wrote: > Hi Brian, > > Sure, here is the best illustration of the issue I could produce: 1000 > points, aligned as you suggested. > If I bring the point size up from 1.0 the issue isn't as obvious > although still noticeable. > The attenuation seems to drop the point size then gradually increase, > you can see the points towards the back disappear then reappear. > Attached modified program and two screen shots, one using osmesa and the > other with glut+video card gl drivers. > > Thanks, > Owen. > > Brian Paul wrote: >> Owen Kaluza wrote: >>> Hello, >>> I'm having trouble with point distance attenuation using OSMesa. >>> I'm rendering a lot of depth sorted, alpha blended, textured points and >>> dark bands are appearing that are not there when I render with the >>> system GL. >>> >>> I found the problem only occurs with point distance attenuation >>> turned on. >>> If you look at the attached image you can see there are clearly defined >>> bands, possibly the point size calculation is incorrect at certain >>> distances resulting in size jumps. >>> >>> I've attached a sample program that reproduces the problem. Also tried >>> the latest Mesalib code (Mesa-7.7-devel-20091105) and is still >>> occurring. >> Could you prune down your test program a bit? Perhaps you could draw >> a series of points between the min/max Z positions and see how they look. >> >> -Brian >> >> >> ------------------------------------------------------------------------ >> >> >> ------------------------------------------------------------------------ >> |