Am Samstag, den 03.08.2019, 13:01 -0400 schrieb Ilia Mirkin:
>
> Gert - your change should be all good from what I can tell
> experimentally. Although I still don't understand why.
Thanks for testing, and I think Mareks explanation is spot on.
Best,
Gert
>
> -ilia
>
> On Sat, Aug 3, 2019
I've done the tests to satisfy my own curiousity... it all works
correctly as-is, it would seem. I need to go back and re-look at
barycentric coordinates generation.
Gert - your change should be all good from what I can tell
experimentally. Although I still don't understand why.
-ilia
On Sat,
Z is 0 at the near plane and 1 at the far plane, but the planes can have an
arbitrary distance from the viewer, therefore Z Is irrelevant.
W is the real distance from the viewer. The greater W is, the smaller
(farther away) the object is, because W is the divisor (which makes objects
smaller as it
Compare
generated_tests/spec/glsl-1.30/execution/interpolation/interpolation-smooth-other-smooth-none.shader_test
generated_tests/spec/glsl-1.30/execution/interpolation/interpolation-noperspective-other-smooth-none.shader_test
as you can see, the first one is perspective-interpolated and has a
lo
IIRC, perspective interpolation is driven by W, not Z. Interpolating W and
then computing barycentric coordinates using 1/W is what causes the
perspective distortion.
Marek
On Fri, Aug 2, 2019 at 4:59 PM Ilia Mirkin wrote:
> On Fri, Aug 2, 2019 at 3:46 PM Gert Wollny
> wrote:
> >
> > Am Freita
On Fri, Aug 2, 2019 at 3:46 PM Gert Wollny wrote:
>
> Am Freitag, den 02.08.2019, 15:09 -0400 schrieb Ilia Mirkin:
> > On Fri, Aug 2, 2019 at 1:28 PM Gert Wollny > > wrote:
> > > Am Donnerstag, den 01.08.2019, 07:22 -0400 schrieb Ilia Mirkin:
> > > > Hey Gert,
> > > >
> > > > I'm looking at
> > >
Am Freitag, den 02.08.2019, 15:09 -0400 schrieb Ilia Mirkin:
> On Fri, Aug 2, 2019 at 1:28 PM Gert Wollny > wrote:
> > Am Donnerstag, den 01.08.2019, 07:22 -0400 schrieb Ilia Mirkin:
> > > Hey Gert,
> > >
> > > I'm looking at
> > > https://cgit.freedesktop.org/mesa/mesa/commit/?id=b048d8bf8f05675
On Fri, Aug 2, 2019 at 1:28 PM Gert Wollny wrote:
>
> Am Donnerstag, den 01.08.2019, 07:22 -0400 schrieb Ilia Mirkin:
> > Hey Gert,
> >
> > I'm looking at
> > https://cgit.freedesktop.org/mesa/mesa/commit/?id=b048d8bf8f056759d1845a799d4ba2ac84bce30f
> > , which attempts to implement depth clamping
Am Donnerstag, den 01.08.2019, 07:22 -0400 schrieb Ilia Mirkin:
> Hey Gert,
>
> I'm looking at
> https://cgit.freedesktop.org/mesa/mesa/commit/?id=b048d8bf8f056759d1845a799d4ba2ac84bce30f
> , which attempts to implement depth clamping (rather than clipping)
> with shader tricks.
>
> You're forci
Hey Gert,
I'm looking at
https://cgit.freedesktop.org/mesa/mesa/commit/?id=b048d8bf8f056759d1845a799d4ba2ac84bce30f
, which attempts to implement depth clamping (rather than clipping)
with shader tricks.
You're forcing the final vertex stage's position's depth to 0, and
then making up for it in
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