From: Jesse H. <jes...@ya...> - 2000-05-28 22:52:10
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There are a number of example OpenGL programs that claim to demonstrate how to use OpenGL for rasterization only, that is to say the application program supplies vertex data that is in window coordinates so the GL need not do matrix transformations, etc. Also there is the advice in the OpenGL Programming Guide that explains how to setup the projection matrix for pixel-for-pixel rasterization. I haven't done any extensive testing, but from my reading of the code and using gdb to trace through Mesa's handling of a call to glDrawArrays(), this is not currently optimized. Granted the GL forces all vertices to be clipped (which is a pain because I can guarantee that my vertices will be on screen for this 2D app), but there should be a path where mesa only clips and then rasterizes all the primitives. My questions are: * how much work would it be to integrate this rasterize-only path into mesa> * What hacks would be needed to cut out even the clipping part of the transform? Would the Higher Powers be willing to add a MESA extension for that? In my dream world I would like to use mesa to feed on-screen vertices directly to whatever hardware graphics is being used, and leveraging mesa to do a bunch of 2D texturing, blending, etc. Normally the transforms wouldn't matter, but I'm trying to get into the millions of triangles per second, and your average cpu just can't transform all those vertices. Thanks, -Jesse __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ |