- Original Message -
> From what I can see, the fog distance is computed per-vertex and
> stored in the FogCoord vertex shader output. There is no fragment
> shader change required. The fixed-function vertex program hasn't been
> converted to the GLSL IR yet, only the fragment program, whic
From what I can see, the fog distance is computed per-vertex and
stored in the FogCoord vertex shader output. There is no fragment
shader change required. The fixed-function vertex program hasn't been
converted to the GLSL IR yet, only the fragment program, which is
irrelevant here.
Gallium only u
I only see implementation for ffvertex_prog.c
Wasn't (or will soon be) the FF->Mesa IR replaced with FF->GLSL IR? If so, can
you truly enable unconditionally on gallium/st?
Jose
- Original Message -
> If there are no other concerns, I'll push this on Saturday, including
> the nv20 fix
If there are no other concerns, I'll push this on Saturday, including
the nv20 fix from Francisco Jerez.
http://cgit.freedesktop.org/~mareko/mesa/log/?h=nv-fog-distance
Marek
On Tue, Sep 20, 2011 at 7:50 AM, Nicholas Miell wrote:
> On 09/19/2011 10:23 AM, Ian Romanick wrote:
>>
>> I guess the b
On 09/19/2011 10:23 AM, Ian Romanick wrote:
>
> I guess the big question is... why? With vertex shaders, this
> functionality is not terribly useful. Over the past few weeks we've
> been *removing* code like this, so it seems kind of odd to add some of
> it. If I'm not mistaken, the only hardwa
On 19 September 2011 19:23, Ian Romanick wrote:
>> Direct3D 9 calls the eye radial fog distance mode "range-based fog"
>> and Wine's D3D9 implementation will use NV_fog_distance to
>> implement it. Several other open source game engines in Google Code
>> Search use the eye radial fog mode if it is
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On 09/19/2011 02:48 AM, Nicholas Miell wrote:
> The NV_fog_distance extension allows you to specify how the fog
> distance of a fragment is calculated. The usual method approximates
> the distance of the fragment from the eye as the absolute value of
>
On 09/19/2011 03:48 AM, Nicholas Miell wrote:
The NV_fog_distance extension allows you to specify how the fog distance
of a fragment is calculated. The usual method approximates the distance
of the fragment from the eye as the absolute value of the distance of
the fragment from the eye's Z plane.
On Mon, Sep 19, 2011 at 5:48 PM, Nicholas Miell wrote:
> The NV_fog_distance extension allows you to specify how the fog distance
> of a fragment is calculated. The usual method approximates the distance
> of the fragment from the eye as the absolute value of the distance of
> the fragment from th
The NV_fog_distance extension allows you to specify how the fog distance
of a fragment is calculated. The usual method approximates the distance
of the fragment from the eye as the absolute value of the distance of
the fragment from the eye's Z plane. (Or, rather, the distance of each
vertex and th
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