diff options
author | Brian Paul <[email protected]> | 2009-01-12 15:43:54 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2009-01-12 15:43:54 -0700 |
commit | 3a5463d158eff483a992c9792d771fb80db9aed0 (patch) | |
tree | 00cbb602a3a4fdb920a945139cc713e815267f3a | |
parent | de35989cdec9807c60b2b4389e5988037ce23d95 (diff) |
i965: fix broken glBitmap + depth test
When we use the do_blit_bitmap() function, it seems the fragment Z is always
1.0. If depth testing is on, that means that bitmap fragments are often
occluded by other rendering. So, the bitmap doesn't appear even if
rasterpos.Z==0.
The fix is to use the intel_texture_bitmap() path when depth testing is on.
Also, fix the incorrect Z coordinate. It needs to be an NDC value in [-1,1].
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_pixel_bitmap.c | 20 |
1 files changed, 16 insertions, 4 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c index 1d7f15f10a5..3a01f63dc72 100644 --- a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c +++ b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c @@ -204,6 +204,14 @@ do_blit_bitmap( GLcontext *ctx, /* Update draw buffer bounds */ _mesa_update_state(ctx); + if (ctx->Depth.Test) { + /* The blit path produces incorrect results when depth testing is on. + * It seems the blit Z coord is always 1.0 (the far plane) so fragments + * will likely be obscured by other, closer geometry. + */ + return GL_FALSE; + } + if (!dst) return GL_FALSE; @@ -357,6 +365,7 @@ intel_texture_bitmap(GLcontext * ctx, GLubyte *unpacked_bitmap; GLubyte *a8_bitmap; int x, y; + GLfloat dst_z; /* We need a fragment program for the KIL effect */ if (!ctx->Extensions.ARB_fragment_program || @@ -456,21 +465,24 @@ intel_texture_bitmap(GLcontext * ctx, intel_meta_set_passthrough_vertex_program(intel); intel_meta_set_passthrough_transform(intel); + /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */ + dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2]; + vertices[0][0] = dst_x; vertices[0][1] = dst_y; - vertices[0][2] = ctx->Current.RasterPos[2]; + vertices[0][2] = dst_z; vertices[0][3] = 1.0; vertices[1][0] = dst_x + width; vertices[1][1] = dst_y; - vertices[1][2] = ctx->Current.RasterPos[2]; + vertices[1][2] = dst_z; vertices[1][3] = 1.0; vertices[2][0] = dst_x + width; vertices[2][1] = dst_y + height; - vertices[2][2] = ctx->Current.RasterPos[2]; + vertices[2][2] = dst_z; vertices[2][3] = 1.0; vertices[3][0] = dst_x; vertices[3][1] = dst_y + height; - vertices[3][2] = ctx->Current.RasterPos[2]; + vertices[3][2] = dst_z; vertices[3][3] = 1.0; texcoords[0][0] = 0.0; |