On Mon, 2004-05-24 at 03:25, Mike Mestnik wrote:
> --- Michel Dnzer <[EMAIL PROTECTED]> wrote:
> > On Mon, 2004-05-24 at 01:04, Mike Mestnik wrote:
> > > --- Michel Dnzer <[EMAIL PROTECTED]> wrote:
> >
> I mean what about in places where this should have allready been done,
> deep inside the driver. Do we just exept incorrect rendoring?
I wouldn't, but most people seem to.
> > * The 3D engine imposes alignment requirements on the target
> > buffer (1024 bytes or even a multiple thereof IIRC), you can't
> > move it on a pixel basis.
> >
> That's great, '{ xi[1] = x1 + 2048 - (round down to nerest alignment
> requirement); }'
Yes, the alignment is only 128 bits BTW.
> The question is do we put these xi's in temporary space or not. If not do
> we just express them as fullfleged cliprects? It seams to be the easy
> way, but memory hungry.
I don't think those couple of bytes matter? :)
> I don't see the relation from these cliprects to the viewport, exept that
> there objects on the same 2d grid. I think that currently we have
> cliprects crossing the line, all of them is just not getting rendered too
> cause of where the viewport is.
>
> So what I realy need to know is how do I move the viewport? I don't see
> how splitting up the cliprects will do that for me.
I don't see what the viewport has to do with this either, do you mean
the 3D engine target offset? That's the RB3D_COLOROFFSET register.
--
Earthling Michel DÃnzer | Debian (powerpc), X and DRI developer
Libre software enthusiast | http://svcs.affero.net/rm.php?r=daenzer
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