From: Stephen T. <ste...@sf...> - 2001-01-16 19:19:45
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Brian Paul <br...@va...> writes: > It's not odd at all. The color at each vertex is being computed > correctly, and identically by both OpenGL implementations. > > It's just that when you're flat-shading that a different vertex > is being chosen to color each quadrilateral. This is probably due > to the quad strips being drawn in a different order in the two > gluSphere() implementations. ... I see... > > Can that be fixed? > > You could modify gluSphere() to compute/draw the vertices in reverse > order (or some other order). I haven't compared Mesa's gluSphere() > to the SI's version so I can't say exactly. You're totoally right. I simply modify it to draw slices in reverse order and get the identical result as sgi glu produces. Great! > It's an unfortunate variation. But as I said, I don't think the GLU > spec goes into that much detail. I beg to differ. The spec does not say anything but it does not mean the discrepancy is allowable in reality. I setup and rotate/move the light position around and find sgi's more "accurate". But, again, I am not an expert enough to say anything definite. BTW, does the conformance test (which covers GL part for sure) cover GLU and GLUT parts as well? > But Mesa's GLU tessellator and NURBS code isn't nearly as good as the > SI code. Can you be more specific? As a matter of fact, I am studying closely the codes of mesa's glu for personal interests. SGI's codes are not meant for easy human reading. |